23 lines
382 B
GLSL
23 lines
382 B
GLSL
#define COMPAT_PRECISION
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varying vec2 TEX0;
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#if defined(VERTEX)
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void main()
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{
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TEX0 = gl_MultiTexCoord0.st; //vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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#elif defined(FRAGMENT)
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uniform sampler2D Texture;
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void main()
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{
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gl_FragColor = vec4(TEX0.s, TEX0.t, 0, 1); texture2D(Texture, TEX0);
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}
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#endif
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