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[require]
GLSL >= 1.10
[vertex shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
attribute vec4 vvertex;
uniform vec3 rhcenter;
uniform float rhbounds;
void main(void)
{
gl_Position = vec4((vvertex.xy - rhcenter.xy)/rhbounds, vvertex.zw);
}
[fragment shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
#define fragdata(loc, name, type)
#define rhr gl_FragData[0]
#define rhg gl_FragData[1]
#define rhb gl_FragData[2]
#define rha gl_FragData[3]
fragdata(0, rhr, vec4)
fragdata(1, rhg, vec4)
fragdata(2, rhb, vec4)
fragdata(3, rha, vec4)
void main(void)
{
rhr = vec4(0.5, 0.5, 0.5, 0.0);
rhg = vec4(0.5, 0.5, 0.5, 0.0);
rhb = vec4(0.5, 0.5, 0.5, 0.0);
rha = vec4(0.5, 0.5, 0.5, 0.0);
}
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