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[require]
GLSL >= 1.20
[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, vcolor;
attribute vec2 vtexcoord0;
uniform mat4 camprojmatrix;
uniform vec4 colorscale;
varying vec4 color;
varying vec2 texcoord0;
void main(void)
{
gl_Position = camprojmatrix * vvertex;
color = vcolor * colorscale;
texcoord0 = vtexcoord0;
}
[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 fragcolor gl_FragData[0]
#define gglow gl_FragData[1]
uniform sampler2D tex0;
varying vec4 color;
varying vec2 texcoord0;
fragdata(0, fragcolor, vec4)
fragdata(1, gglow, vec4)
void main(void)
{
vec4 diffuse = texture2D(tex0, texcoord0);
#pragma CUBE2_swizzle diffuse
diffuse *= color;
fragcolor = diffuse;
gglow.rgb = vec3(0.0);
gglow.a = diffuse.a;
}
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