// __multiversion__ // This signals the loading code to prepend either #version 100 or #version 300 es as apropriate. // To use centroid sampling we need to have version 300 es shaders, which requires changing: // attribute to in // varying to out when in vertex shaders or in when in fragment shaders // defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor // texture2D to texture #if __VERSION__ >= 300 #define attribute in #define varying out #else #endif uniform MAT4 WORLDVIEWPROJ; attribute mediump vec4 POSITION; attribute vec4 COLOR; attribute vec2 TEXCOORD_0; attribute vec2 TEXCOORD_1; varying vec4 color; varying vec2 uv0; varying vec2 uv1; void main() { gl_Position = WORLDVIEWPROJ * POSITION; color = COLOR; uv0.x = TEXCOORD_0.x * 2.0; uv0.y = TEXCOORD_0.y * 10.0; uv1 = TEXCOORD_1; }