xray_overlay.shader 830 B

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  1. [shaders]
  2. vertex =
  3. uniform highp mat4 u_modelViewProjectionMatrix;
  4. attribute highp vec4 a_vertex;
  5. void main()
  6. {
  7. gl_Position = u_modelViewProjectionMatrix * a_vertex;
  8. }
  9. fragment =
  10. uniform lowp vec4 u_xray_error;
  11. void main()
  12. {
  13. gl_FragColor = u_xray_error;
  14. }
  15. vertex41core =
  16. #version 410
  17. uniform highp mat4 u_modelViewProjectionMatrix;
  18. in highp vec4 a_vertex;
  19. void main()
  20. {
  21. gl_Position = u_modelViewProjectionMatrix * a_vertex;
  22. }
  23. fragment41core =
  24. #version 410
  25. uniform lowp vec4 u_xray_error;
  26. out vec4 frag_color;
  27. void main()
  28. {
  29. frag_color = u_xray_error;
  30. }
  31. [defaults]
  32. u_xray_error = [1.0, 1.0, 1.0, 1.0]
  33. [bindings]
  34. u_modelViewProjectionMatrix = model_view_projection_matrix
  35. [attributes]
  36. a_vertex = vertex