peytonplayz585-a1.2.6/resources/glsl/occl.glsl

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2024-02-09 07:07:55 -08:00
#line 2
precision highp int;
precision highp sampler2D;
precision highp float;
#ifdef CC_VERT
uniform mat4 matrix_m;
uniform mat4 matrix_p;
in vec3 a_vert;
void main(){
gl_Position = (matrix_p * (matrix_m * vec4(a_vert, 1.0)));
}
#endif
#ifdef CC_FRAG
out vec4 fragColor;
void main(){
fragColor = vec4(1.0);
}
#endif