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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 mat4 rsmmatrix;
void main(void)
{
gl_Position = rsmmatrix * vvertex;
}
[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 gcolor gl_FragData[0]
#define gnormal gl_FragData[1]
fragdata(0, gcolor, vec4)
fragdata(1, gnormal, vec4)
void main(void)
{
gcolor = vec4(0.0, 0.0, 0.0, 1.0);
gnormal = vec4(0.5, 0.5, 0.5, 0.0);
}
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