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;
							 | 
						||
| 
								 | 
							
								}
							 |