32 lines
		
	
	
		
			1004 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			32 lines
		
	
	
		
			1004 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | /* | ||
|  | #version 100 | ||
|  | 
 | ||
|  | attribute vec3 vertexPosition; | ||
|  | attribute vec2 texPosition; | ||
|  | attribute vec4 vertexColor; | ||
|  | uniform mat4 projectionMatrix; | ||
|  | varying vec2 texCoord; | ||
|  | varying vec4 color; | ||
|  | 
 | ||
|  | void kore() { | ||
|  | 	gl_Position = projectionMatrix * vec4(vertexPosition, 1.0); | ||
|  | 	texCoord = texPosition; | ||
|  | 	color = vertexColor; | ||
|  | } | ||
|  | */ | ||
|  | 
 | ||
|  | /*void main(float4 in a_Position : POSITION, float2 in a_TexCoord : TEXCOORD0, float4 out v_Position : POSITION, float2 out v_TexCoord : TEXCOORD0, uniform float4x4 WorldViewProj) { | ||
|  | 	v_Position = mul(a_Position, WorldViewProj); | ||
|  | 	v_TexCoord  = a_TexCoord; | ||
|  | }*/ | ||
|  | 
 | ||
|  | void main( | ||
|  | 	float3 in vertexPosition : TEXCOORD0, float2 in texPosition : TEXCOORD1, float4 in vertexColor : TEXCOORD2, | ||
|  | 	float4 out gl_Position : POSITION, float2 out texCoord : TEXCOORD0, float4 out color : TEXCOORD1, | ||
|  | 	uniform float4x4 projectionMatrix) { | ||
|  | 	gl_Position = mul(transpose(projectionMatrix), float4(vertexPosition, 1.0)); | ||
|  | 	gl_Position.z = 0.5; | ||
|  | 	texCoord = texPosition; | ||
|  | 	color = vertexColor; | ||
|  | } |