Pixel-Composer/build/Windows/0/cache/sh_vertex_pt.shader

28 lines
705 B
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
void main() {
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
uniform vec2 UVscale;
uniform vec2 UVshift;
void main() {
gl_FragColor = texture2D( gm_BaseTexture, 1. - fract((v_vTexcoord + UVshift) * UVscale) );
}