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- [shaders]
- vertex =
- uniform highp mat4 u_modelMatrix;
- uniform highp mat4 u_viewMatrix;
- uniform highp mat4 u_projectionMatrix;
- attribute highp vec4 a_vertex;
- void main()
- {
- gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
- }
- fragment =
- #ifdef GL_ES
- #ifdef GL_FRAGMENT_PRECISION_HIGH
- precision highp float;
- #else
- precision mediump float;
- #endif // GL_FRAGMENT_PRECISION_HIGH
- #endif // GL_ES
- uniform vec4 u_color;
- void main()
- {
- gl_FragColor = u_color;
- }
- vertex41core =
- #version 410
- uniform highp mat4 u_modelMatrix;
- uniform highp mat4 u_viewMatrix;
- uniform highp mat4 u_projectionMatrix;
- in highp vec4 a_vertex;
- void main()
- {
- gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
- }
- fragment41core =
- #version 410
- uniform vec4 u_color;
- out vec4 frag_color;
- void main()
- {
- frag_color = u_color;
- }
- [defaults]
- u_color = [0.02, 0.02, 0.02, 1.0]
- [bindings]
- u_modelMatrix = model_matrix
- u_viewMatrix = view_matrix
- u_projectionMatrix = projection_matrix
- [attributes]
- a_vertex = vertex
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