Cube component needs a
Material to render it on the display. Our
Cube has separate colors for each face, defined as separate vertex colors. We'll define a
VertexColorMaterial instance and the corresponding shaders.
At a minimum, the OpenGL pipeline requires that we define a vertex shader, which transforms vertices from 3D space to 2D, and a fragment shader, which calculates the pixel color values for a raster segment. Similar to the simple shaders that we created in Chapter 3, Cardboard Box, we'll create two files,
vertex_color_fragment.shader. Unless you have done so already, create a new Android resource directory with the
raw type and name it
raw. Then, ...