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[require]
GLSL >= 1.10
[vertex shader]
uniform vec3 arg0;
varying mat3 mat;
void main()
{
gl_Position = gl_Vertex;
mat3 m1 = mat3(0.0, arg0.x, 0.0,
arg0.y, 0.0, arg0.x,
0.0, 0.0, arg0.z);
mat3 m2 = mat3(2.0, 2.0, 1.0,
2.0, 1.0, 2.0,
2.0, 2.0, 10.0);
mat = m1 / m2;
}
[fragment shader]
uniform vec3 arg1;
varying mat3 mat;
void main()
{
gl_FragColor = vec4(mat * arg1.xyz, 0.0);
}
[test]
uniform vec3 arg0 1.0 1.0 1.0
uniform vec3 arg1 1.6 0.4 1.0
draw rect -1 -1 2 2
probe rgba 1 1 0.2 0.8 0.3 0.0
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