26 lines
326 B
GLSL
26 lines
326 B
GLSL
#line 2
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precision highp int;
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precision highp sampler2D;
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precision highp float;
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#ifdef CC_VERT
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uniform mat4 matrix_m;
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uniform mat4 matrix_p;
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in vec3 a_vert;
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void main(){
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gl_Position = (matrix_p * (matrix_m * vec4(a_vert, 1.0)));
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}
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#endif
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#ifdef CC_FRAG
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out vec4 fragColor;
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void main(){
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fragColor = vec4(1.0);
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}
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#endif
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