forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			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;
 | |
| }
 |