37 lines
905 B
Plaintext
37 lines
905 B
Plaintext
#version 300 es
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#define gl_Vertex _glesVertex
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in vec4 _glesVertex;
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#define gl_MultiTexCoord0 _glesMultiTexCoord0
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in vec4 _glesMultiTexCoord0;
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#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
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in vec4 _glesTANGENT;
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struct v2f {
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highp vec4 pos;
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mediump vec2 uv;
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lowp vec4 color;
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};
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uniform highp mat4 glstate_matrix_mvp;
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v2f vert( in highp vec4 pos, in mediump vec2 uv, in highp vec4 tangent ) {
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v2f o;
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o.pos = (glstate_matrix_mvp * pos);
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o.color.xy = (uv * 0.3);
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o.color.xyz += ((tangent.xyz * 0.5) + 0.5);
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o.color.w = 0.0;
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o.uv = uv;
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return o;
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}
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out mediump vec2 xlv_TEXCOORD0;
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out lowp vec4 xlv_TEXCOORD1;
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void main() {
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v2f xl_retval;
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xl_retval = vert( vec4(gl_Vertex), vec2(gl_MultiTexCoord0), vec4(TANGENT));
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gl_Position = vec4(xl_retval.pos);
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xlv_TEXCOORD0 = vec2(xl_retval.uv);
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xlv_TEXCOORD1 = vec4(xl_retval.color);
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}
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