mirror of
https://github.com/clockworkpi/Menu.git
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gcores ~/apps/Menu branch first commit
This commit is contained in:
@@ -0,0 +1,8 @@
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/* Input */
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varying vec4 v_Color;
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void main()
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{
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/* Use the current color */
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gl_FragColor = v_Color;
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}
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@@ -0,0 +1,15 @@
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/* Input */
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uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix */
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attribute vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */
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attribute vec4 a_Color; /* Per-vertex color information */
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/* Output */
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varying vec4 v_Color; /* This will be passed into the fragment shader. */
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void main()
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{
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/* Send the color to the fragment shader (swizzle the color components to from argb to rgba) */
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v_Color = a_Color.bgra;
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/* gl_Position is a special variable used to store the final position. */
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/* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */
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gl_Position = u_MVPMatrix * vec4(a_Position, 0.0, 1.0); /* DKS: Note I changed a_Position from 3D to 2D */
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}
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@@ -0,0 +1,11 @@
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/* Input */
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varying vec4 v_Color;
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varying vec2 v_Texcoord0;
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uniform sampler2D u_Texture0;
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uniform sampler2D u_Texture1;
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void main()
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{
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/* Sample the current texture */
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gl_FragColor = vec4(texture2D( u_Texture0, v_Texcoord0 ).rgb, texture2D( u_Texture1, v_Texcoord0 ).r) * v_Color;
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}
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@@ -0,0 +1,11 @@
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/* Input */
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varying vec4 v_Color;
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varying vec2 v_Texcoord0;
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uniform sampler2D u_Texture0;
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void main()
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{
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/* Sample the current texture */
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gl_FragColor = texture2D( u_Texture0, v_Texcoord0 ) * v_Color;
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}
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@@ -0,0 +1,19 @@
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/* Input */
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uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix. */
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attribute vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */
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attribute vec4 a_Color; /* Per-vertex color information */
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attribute vec2 a_Texcoord0; /* Per-vertex texcoord information */
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/* Output */
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varying vec4 v_Color; /* This will be passed into the fragment shader. */
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varying vec2 v_Texcoord0;
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void main()
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{
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/* Send the color to the fragment shader (swizzle the color components to rgba) */
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v_Color = a_Color.bgra;
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/* Send the texcoords to the fragment shader */
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v_Texcoord0 = a_Texcoord0;
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/* gl_Position is a special variable used to store the final position. */
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/* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */
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gl_Position = u_MVPMatrix * vec4(a_Position, 0.0, 1.0); /* DKS: Note I changed a_Position from 3D to 2D */
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}
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@@ -0,0 +1,10 @@
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/* Input */
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in vec4 v_Color;
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/* Output */
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out vec4 v_FragColor;
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void main()
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{
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/* Use the current color */
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v_FragColor = v_Color;
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}
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@@ -0,0 +1,15 @@
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/* Input */
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uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix */
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in vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */
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in vec4 a_Color; /* Per-vertex color information */
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/* Output */
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out vec4 v_Color; /* This will be passed into the fragment shader. */
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void main()
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{
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/* Send the color to the fragment shader (swizzle the color components to from argb to rgba) */
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v_Color = a_Color.bgra;
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/* gl_Position is a special variable used to store the final position. */
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/* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */
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gl_Position = u_MVPMatrix * vec4(a_Position, 0.0, 1.0); /* DKS: Note I changed a_Position from 3D to 2D */
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}
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@@ -0,0 +1,13 @@
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/* Input */
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in vec4 v_Color;
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in vec2 v_Texcoord0;
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uniform sampler2D u_Texture0;
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uniform sampler2D u_Texture1;
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/* Output */
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out vec4 v_FragColor;
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void main()
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{
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/* Sample the current texture */
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v_FragColor = vec4(texture( u_Texture0, v_Texcoord0 ).rgb, texture( u_Texture1, v_Texcoord0 ).r) * v_Color;
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}
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@@ -0,0 +1,12 @@
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/* Input */
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in vec4 v_Color;
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in vec2 v_Texcoord0;
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uniform sampler2D u_Texture0;
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/* Output */
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out vec4 v_FragColor;
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void main()
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{
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/* Sample the current texture */
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v_FragColor = texture( u_Texture0, v_Texcoord0 ) * v_Color;
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}
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@@ -0,0 +1,19 @@
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/* Input */
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uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix. */
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in vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */
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in vec4 a_Color; /* Per-vertex color information */
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in vec2 a_Texcoord0; /* Per-vertex texcoord information */
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/* Output */
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out vec4 v_Color; /* This will be passed into the fragment shader. */
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out vec2 v_Texcoord0;
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void main()
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{
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/* Send the color to the fragment shader (swizzle the color components to rgba) */
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v_Color = a_Color.bgra;
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/* Send the texcoords to the fragment shader */
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v_Texcoord0 = a_Texcoord0;
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/* gl_Position is a special variable used to store the final position. */
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/* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */
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gl_Position = u_MVPMatrix * vec4(a_Position, 0.0f, 1.0f); /* DKS: Note I changed a_Position from 3D to 2D */
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}
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