43 lines
929 B
GLSL
43 lines
929 B
GLSL
#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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// Input :
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attribute vec2 EW_coord2d;
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attribute vec2 EW_texture2d;
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attribute vec4 EW_color;
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uniform mat4 EW_MatrixTransformation;
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// output :
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varying vec4 f_color;
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varying vec2 f_texcoord;
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void main(void) {
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gl_Position = EW_MatrixTransformation * vec4(EW_coord2d, 0.0, 1.0);
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// set texture output coord
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f_texcoord = EW_texture2d;
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// set output color :
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f_color = EW_color;
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}
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/*
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// Distance map contour texturing according to Green (2007),
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// implementation by Stefan Gustavson 2009.
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// This code is in the public domain.
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uniform sampler2D gradtexture, reftexture;
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uniform float texw, texh;
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varying float onestepu, onestepv;
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varying vec2 st;
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void main( void )
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{
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// Get the texture coordinates
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st = gl_MultiTexCoord0.xy;
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onestepu = 1.0 / texw; // Saves a division in the fragment shader
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onestepv = 1.0 / texh;
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gl_Position = ftransform();
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}
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*/
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