Files
shaders/basic.glsl

23 lines
382 B
GLSL

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