32 lines
632 B
Plaintext
32 lines
632 B
Plaintext
uniform highp float uni1;
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uniform mediump vec4 uni4;
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uniform sampler2D tex1;
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// global variables that aren't uniforms
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highp float mut_uni1;
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mediump vec4 mut_uni4;
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highp vec3 SampleDiffuse(in highp vec2 uv)
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{
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mut_uni4.xy = uv;
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return vec3(texture2D(tex1,mut_uni4.xy));
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}
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lowp vec4 xlat_main(in highp vec4 uv)
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{
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lowp vec4 c = vec4(0.0);
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c.x += mut_uni4.x;
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c.xyz += SampleDiffuse(uv.xy);
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c.z += mut_uni1;
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mut_uni1 += 2.0;
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c.w += mut_uni1;
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return c;
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}
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varying highp vec4 var_uv;
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void main()
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{
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mut_uni1 = uni1;
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mut_uni4 = uni4;
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lowp vec4 r = xlat_main(var_uv);
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gl_FragData[0] = r;
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}
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