37 lines
851 B
Plaintext
37 lines
851 B
Plaintext
// __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;
|
|
} |