#ifdef GL_ES precision mediump float; precision mediump int; #endif // Input : attribute vec3 EW_coord3d; attribute vec2 EW_texture2d; attribute vec4 EW_color; attribute float EW_glyphLevel; uniform mat4 EW_MatrixTransformation; // output : varying vec4 f_color; varying vec2 f_texcoord; varying float f_glyphLevel; void main(void) { gl_Position = EW_MatrixTransformation * vec4(EW_coord3d, 1.0); // set texture output coord f_texcoord = EW_texture2d; // set output color : f_color = EW_color; f_glyphLevel = EW_glyphLevel; } /* // Input : attribute vec3 EW_coord3d; attribute vec2 EW_texture2d; attribute vec4 EW_color; uniform mat4 EW_MatrixTransformation; uniform int EW_texHeight; uniform int EW_texWidth; // output : varying vec4 f_color; varying vec2 f_texcoord; varying float f_onestepu; varying float f_onestepv; void main(void) { gl_Position = EW_MatrixTransformation * vec4(EW_coord3d, 1.0); // set texture output coord f_texcoord = EW_texture2d; f_onestepu = 1.0 / float(EW_texWidth); f_onestepv = 1.0 / float(EW_texHeight); // set output color : f_color = EW_color; } */