1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
|
[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, vcolor;
attribute vec2 vtexcoord0;
uniform mat4 hudmatrix;
varying vec2 texcoord0;
varying vec4 colorscale;
void main(void)
{
gl_Position = hudmatrix * vvertex;
texcoord0 = vtexcoord0;
colorscale = vcolor;
}
[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]
uniform sampler2D tex0;
varying vec2 texcoord0;
varying vec4 colorscale;
fragdata(0, fragcolor, vec4)
void main(void)
{
vec4 color = texture2D(tex0, texcoord0);
#pragma CUBE2_swizzle color
fragcolor = colorscale * color;
}
|