- rename image shaders to describe exactly what they do - rename inputs to match other built-in shaders - set & use active texture unit - no need to enable/disable textures with GLSL - pull vertex format setup out of loops
19 lines
332 B
GLSL
19 lines
332 B
GLSL
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec2 texCoord;
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attribute vec3 pos;
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varying vec2 texCoord_interp;
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#else
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in vec2 texCoord;
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in vec3 pos;
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out vec2 texCoord_interp;
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#endif
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos.xyz, 1.0f);
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texCoord_interp = texCoord;
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}
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