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- [shaders]
- vertex =
- uniform highp mat4 u_modelViewProjectionMatrix;
- attribute highp vec4 a_vertex;
- void main()
- {
- gl_Position = u_modelViewProjectionMatrix * a_vertex;
- }
- fragment =
- uniform lowp vec4 u_xray_error;
- void main()
- {
- gl_FragColor = u_xray_error;
- }
- vertex41core =
- #version 410
- uniform highp mat4 u_modelViewProjectionMatrix;
- in highp vec4 a_vertex;
- void main()
- {
- gl_Position = u_modelViewProjectionMatrix * a_vertex;
- }
- fragment41core =
- #version 410
- uniform lowp vec4 u_xray_error;
- out vec4 frag_color;
- void main()
- {
- frag_color = u_xray_error;
- }
- [defaults]
- u_xray_error = [1.0, 1.0, 1.0, 1.0]
- [bindings]
- u_modelViewProjectionMatrix = model_view_projection_matrix
- [attributes]
- a_vertex = vertex
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