- First glorious commit
This commit is contained in:
1
.gitignore
vendored
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1
.gitignore
vendored
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shaders
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9
basic.fragment
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9
basic.fragment
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#version 330 core
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out vec4 FragColor;
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in vec4 vertexColor; // the input variable from the vertex shader (same name and same type)
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void main()
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{
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FragColor = vertexColor;
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}
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141
crt.fragment
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141
crt.fragment
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//
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// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
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//
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// by Timothy Lottes
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//
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// This is more along the style of a really good CGA arcade monitor.
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// With RGB inputs instead of NTSC.
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// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
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//
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// Left it unoptimized to show the theory behind the algorithm.
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//
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// It is an example what I personally would want as a display option for pixel art games.
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// Please take and use, change, or whatever.
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//
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varying vec4 v_color;
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varying vec2 v_texCoord;
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uniform sampler2D tex0;
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// Hardness of scanline.
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// -8.0 = soft
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// -16.0 = medium
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float hardScan=-8.0;
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// Hardness of pixels in scanline.
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// -2.0 = soft
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// -4.0 = hard
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float hardPix=-2.0;
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// Display warp.
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// 0.0 = none
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// 1.0/8.0 = extreme
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vec2 warp=vec2(1.0/32.0,1.0/24.0);
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// Amount of shadow mask.
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float maskDark=1.0;
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float maskLight=1.5;
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vec2 res = vec2(640.0,480.0); // /3.0
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//------------------------------------------------------------------------
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// sRGB to Linear.
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// Assuing using sRGB typed textures this should not be needed.
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float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
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vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
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// Linear to sRGB.
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// Assuing using sRGB typed textures this should not be needed.
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float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
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vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
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// Nearest emulated sample given floating point position and texel offset.
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// Also zero's off screen.
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vec3 Fetch(vec2 pos,vec2 off){
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pos=floor(pos*res+off)/res;
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if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return vec3(0.0,0.0,0.0);
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return ToLinear(texture2D(tex0,pos.xy,-16.0).rgb);}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));}
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// 1D Gaussian.
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float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
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// 3-tap Gaussian filter along horz line.
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vec3 Horz3(vec2 pos,float off){
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vec3 b=Fetch(pos,vec2(-1.0,off));
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vec3 c=Fetch(pos,vec2( 0.0,off));
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vec3 d=Fetch(pos,vec2( 1.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardPix;
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float wb=Gaus(dst-1.0,scale);
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float wc=Gaus(dst+0.0,scale);
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float wd=Gaus(dst+1.0,scale);
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// Return filtered sample.
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return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
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// 5-tap Gaussian filter along horz line.
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vec3 Horz5(vec2 pos,float off){
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vec3 a=Fetch(pos,vec2(-2.0,off));
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vec3 b=Fetch(pos,vec2(-1.0,off));
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vec3 c=Fetch(pos,vec2( 0.0,off));
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vec3 d=Fetch(pos,vec2( 1.0,off));
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vec3 e=Fetch(pos,vec2( 2.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardPix;
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float wa=Gaus(dst-2.0,scale);
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float wb=Gaus(dst-1.0,scale);
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float wc=Gaus(dst+0.0,scale);
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float wd=Gaus(dst+1.0,scale);
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float we=Gaus(dst+2.0,scale);
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// Return filtered sample.
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return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
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// Return scanline weight.
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float Scan(vec2 pos,float off){
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float dst=Dist(pos).y;
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return Gaus(dst+off,hardScan);}
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// Allow nearest three lines to effect pixel.
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vec3 Tri(vec2 pos){
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vec3 a=Horz3(pos,-1.0);
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vec3 b=Horz5(pos, 0.0);
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vec3 c=Horz3(pos, 1.0);
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float wa=Scan(pos,-1.0);
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float wb=Scan(pos, 0.0);
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float wc=Scan(pos, 1.0);
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return a*wa+b*wb+c*wc;}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos){
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pos=pos*2.0-1.0;
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pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
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return pos*0.5+0.5;}
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// Shadow mask.
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vec3 Mask(vec2 pos){
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pos.x+=pos.y*3.0;
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vec3 mask=vec3(maskDark,maskDark,maskDark);
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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return mask;}
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// Draw dividing bars.
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float Bar(float pos,float bar){pos-=bar;return pos*pos<4.0?0.0:1.0;}
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// Entry.
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void main(){
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// Unmodified.
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vec2 pos=Warp(v_texCoord);
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vec4 fragColor;
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fragColor.rgb=Tri(pos)*Mask(gl_FragCoord.xy);
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fragColor.rgb=ToSrgb(fragColor.rgb);
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gl_FragColor=v_color * vec4(fragColor.rgb, 1.0);
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}
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337
main.cpp
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337
main.cpp
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#include <iostream>
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#include <string>
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#include <fstream>
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#include <streambuf>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#ifdef __APPLE__
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#include "CoreFoundation/CoreFoundation.h"
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#include <OpenGL/OpenGL.h>
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#if ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
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#include <OpenGL/gl3.h>
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#else
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#include <OpenGL/gl.h>
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#endif //!ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
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#else
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#include <SDL2/SDL_opengl.h>
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#include <SDL2/SDL_opengl_glext.h>
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#endif
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const int WIN_WIDTH = 640;
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const int WIN_HEIGHT = 480;
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const int WORLD_WIDTH = 320;
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const int WORLD_HEIGHT = 240;
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struct sprite {
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float x;
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float y;
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float vx;
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float vy;
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};
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const int MAX_SPRITES = 20;
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#ifndef __APPLE__
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// I'm avoiding the use of GLEW or some extensions handler, but that
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// doesn't mean you should...
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLGETSHADERIVPROC glGetShaderiv;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLVALIDATEPROGRAMPROC glValidateProgram;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLUSEPROGRAMPROC glUseProgram;
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bool initGLExtensions() {
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glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader");
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glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
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glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader");
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glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
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glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
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glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
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return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
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glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
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glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
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glUseProgram;
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}
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#endif
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GLuint compileShader(const char* source, GLuint shaderType) {
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std::cout << "Compilando shader:" << std::endl << source << std::endl;
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// Create ID for shader
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GLuint result = glCreateShader(shaderType);
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// Define shader text
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glShaderSource(result, 1, &source, NULL);
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// Compile shader
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glCompileShader(result);
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//Check vertex shader for errors
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GLint shaderCompiled = GL_FALSE;
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glGetShaderiv( result, GL_COMPILE_STATUS, &shaderCompiled );
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if( shaderCompiled != GL_TRUE ) {
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std::cout << "Error en la compilación: " << result << "!" << std::endl;
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GLint logLength;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0)
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{
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GLchar *log = (GLchar*)malloc(logLength);
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glGetShaderInfoLog(result, logLength, &logLength, log);
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std::cout << "Shader compile log:" << log << std::endl;
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free(log);
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}
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glDeleteShader(result);
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result = 0;
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} else {
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std::cout << "Shader compilado correctamente. Id = " << result << std::endl;
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}
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return result;
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}
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GLuint compileProgram(const char* vtxFile, const char* fragFile) {
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GLuint programId = 0;
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GLuint vtxShaderId, fragShaderId;
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programId = glCreateProgram();
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std::ifstream f(vtxFile);
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std::string source((std::istreambuf_iterator<char>(f)),
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std::istreambuf_iterator<char>());
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vtxShaderId = compileShader(source.c_str(), GL_VERTEX_SHADER);
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f=std::ifstream(fragFile);
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source=std::string((std::istreambuf_iterator<char>(f)),
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std::istreambuf_iterator<char>());
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fragShaderId = compileShader(source.c_str(), GL_FRAGMENT_SHADER);
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if(vtxShaderId && fragShaderId) {
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// Associate shader with program
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glAttachShader(programId, vtxShaderId);
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glAttachShader(programId, fragShaderId);
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glLinkProgram(programId);
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glValidateProgram(programId);
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// Check the status of the compile/link
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GLint logLen;
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glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &logLen);
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if(logLen > 0) {
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char* log = (char*) malloc(logLen * sizeof(char));
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// Show any errors as appropriate
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glGetProgramInfoLog(programId, logLen, &logLen, log);
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std::cout << "Prog Info Log: " << std::endl << log << std::endl;
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free(log);
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}
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}
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if(vtxShaderId) {
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glDeleteShader(vtxShaderId);
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}
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if(fragShaderId) {
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glDeleteShader(fragShaderId);
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}
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return programId;
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}
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void presentBackBuffer(SDL_Renderer *renderer, SDL_Window* win, SDL_Texture* backBuffer, GLuint programId) {
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GLint oldProgramId;
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// Guarrada para obtener el textureid (en driverdata->texture)
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//Detach the texture
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SDL_SetRenderTarget(renderer, NULL);
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SDL_RenderClear(renderer);
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SDL_GL_BindTexture(backBuffer, NULL, NULL);
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if(programId != 0) {
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glGetIntegerv(GL_CURRENT_PROGRAM,&oldProgramId);
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glUseProgram(programId);
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}
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GLfloat minx, miny, maxx, maxy;
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GLfloat minu, maxu, minv, maxv;
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// Coordenadas de la ventana donde pintar.
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minx = 0.0f;
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miny = 0.0f;
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maxx = WIN_WIDTH;
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maxy = WIN_HEIGHT;
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minu = 0.0f;
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maxu = 1.0f;
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minv = 0.0f;
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maxv = 1.0f;
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(minu, minv);
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glVertex2f(minx, miny);
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glTexCoord2f(maxu, minv);
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glVertex2f(maxx, miny);
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glTexCoord2f(minu, maxv);
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glVertex2f(minx, maxy);
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glTexCoord2f(maxu, maxv);
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glVertex2f(maxx, maxy);
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glEnd();
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SDL_GL_SwapWindow(win);
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if(programId != 0) {
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glUseProgram(oldProgramId);
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}
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}
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#ifdef __APPLE__
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void initializeFileSystem() {
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CFBundleRef mainBundle = CFBundleGetMainBundle();
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CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(mainBundle);
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char path[PATH_MAX];
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if (!CFURLGetFileSystemRepresentation(resourcesURL, TRUE, (UInt8 *)path, PATH_MAX))
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{
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std::cerr << "Couldn't get file system representation! " << std::endl;
|
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}
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CFRelease(resourcesURL);
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chdir(path);
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}
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#endif
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int main(int argc, char **argv){
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GLuint programId;
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#ifdef __APPLE__
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initializeFileSystem();
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#endif
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if (SDL_Init(SDL_INIT_EVERYTHING | SDL_VIDEO_OPENGL) != 0){
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std::cerr << "SDL_Init failed: " << SDL_GetError() << "\n";
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return 1;
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||||
}
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||||
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SDL_Window *win = SDL_CreateWindow("Custom shader with SDL2 renderer!", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, WIN_WIDTH, WIN_HEIGHT, 0);
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||||
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
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||||
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SDL_Renderer *renderer = SDL_CreateRenderer(win, -1,
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SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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SDL_RendererInfo rendererInfo;
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SDL_GetRendererInfo(renderer, &rendererInfo);
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||||
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if(!strncmp(rendererInfo.name, "opengl", 6)) {
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std::cout << "Es OpenGL!" << std::endl;
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||||
#ifndef __APPLE__
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||||
// If you want to use GLEW or some other GL extension handler, do it here!
|
||||
if (!initGLExtensions()) {
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||||
std::cout << "Couldn't init GL extensions!" << std::endl;
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||||
SDL_Quit();
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exit(-1);
|
||||
}
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||||
#endif
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// Compilar el shader y dejarlo listo para usar.
|
||||
programId = compileProgram("std.vertex", "crt.fragment");
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||||
std::cout << "programId = " << programId << std::endl;
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||||
}
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||||
|
||||
//Put your own bmp image here
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||||
SDL_Surface *bmpSurf = IMG_Load("image.png");
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SDL_Texture *bmpTex = SDL_CreateTextureFromSurface(renderer, bmpSurf);
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SDL_FreeSurface(bmpSurf);
|
||||
|
||||
//Make a target texture to render too
|
||||
SDL_Texture *texTarget = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,
|
||||
SDL_TEXTUREACCESS_TARGET, WORLD_WIDTH, WORLD_HEIGHT);
|
||||
|
||||
int done = 0;
|
||||
int useShader = 0;
|
||||
SDL_Rect targetRect;
|
||||
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||||
targetRect.x = 0; targetRect.y=0; targetRect.w=32; targetRect.h=32;
|
||||
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||||
struct sprite sprites[MAX_SPRITES];
|
||||
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||||
for(int i=0;i < MAX_SPRITES;++i) {
|
||||
sprites[i].x = (float) (rand() % (WORLD_WIDTH - targetRect.w));
|
||||
sprites[i].y = (float) (rand() % (WORLD_HEIGHT - targetRect.h));
|
||||
sprites[i].vx = (float) (rand() % 5 / 10.0f) - 0.2f;
|
||||
sprites[i].vy = (float) (rand() % 5 / 10.0f) - 0.2f;
|
||||
}
|
||||
|
||||
// Voy a poner el fondo blanco para que se vea el shader
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
||||
|
||||
while ( ! done ) {
|
||||
//Render to the texture
|
||||
SDL_SetRenderTarget(renderer, texTarget);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Pintamos MAX_SPRITES UWOLes
|
||||
struct sprite* spr;
|
||||
for(int i=0;i < MAX_SPRITES;++i) {
|
||||
spr = &(sprites[i]);
|
||||
spr->x += spr->vx;
|
||||
if(spr->x < 0) {
|
||||
spr->x = 0;
|
||||
spr->vx *= -1;
|
||||
}
|
||||
if(spr->x > WORLD_WIDTH - targetRect.w) {
|
||||
spr->x = (float) (WORLD_WIDTH - targetRect.w);
|
||||
spr->vx *= -1;
|
||||
}
|
||||
spr->y += spr->vy;
|
||||
if(spr->y < 0) {
|
||||
spr->y = 0;
|
||||
spr->vy *= -1;
|
||||
}
|
||||
if(spr->y > WORLD_HEIGHT - targetRect.h) {
|
||||
spr->y = (float) (WORLD_HEIGHT - targetRect.h);
|
||||
spr->vy *= -1;
|
||||
}
|
||||
|
||||
targetRect.x = (int)spr->x;
|
||||
targetRect.y = (int)spr->y;
|
||||
|
||||
SDL_RenderCopy(renderer, bmpTex, NULL, &targetRect);
|
||||
}
|
||||
|
||||
presentBackBuffer(renderer, win, texTarget, programId);
|
||||
|
||||
/* This could go in a separate function */
|
||||
SDL_Event event;
|
||||
while ( SDL_PollEvent(&event) ) {
|
||||
if ( event.type == SDL_QUIT ) {
|
||||
done = 1;
|
||||
}
|
||||
if ( event.type == SDL_KEYDOWN ) {
|
||||
if ( event.key.keysym.sym == SDLK_SPACE ) {
|
||||
useShader ^= 1;
|
||||
std::cout << "useShader = " << (useShader ? "true" : "false") << std::endl;
|
||||
}
|
||||
if ( event.key.keysym.sym == SDLK_ESCAPE ) {
|
||||
done = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SDL_DestroyTexture(texTarget);
|
||||
SDL_DestroyTexture(bmpTex);
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(win);
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
9
std.vertex
Normal file
9
std.vertex
Normal file
@@ -0,0 +1,9 @@
|
||||
varying vec4 v_color;
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
v_color = gl_Color;
|
||||
v_texCoord = vec2(gl_MultiTexCoord0);
|
||||
}
|
||||
Reference in New Issue
Block a user