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