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32 lines
716 B
GLSL
32 lines
716 B
GLSL
attribute vec2 a_colorTexCoord;
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attribute vec2 a_maskTexCoord;
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attribute vec4 a_position;
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attribute vec2 a_normal;
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uniform mat4 u_modelView;
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uniform mat4 u_projection;
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uniform mat4 u_pivotTransform;
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#ifdef ENABLE_VTF
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uniform sampler2D u_colorTex;
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varying LOW_P vec4 v_color;
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#else
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varying vec2 v_colorTexCoord;
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#endif
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varying vec2 v_maskTexCoord;
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void main()
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{
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vec4 pos = vec4(a_position.xyz, 1) * u_modelView;
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vec4 shiftedPos = vec4(a_normal, 0.0, 0.0) + pos;
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gl_Position = applyPivotTransform(shiftedPos * u_projection, u_pivotTransform, 0.0);
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#ifdef ENABLE_VTF
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v_color = texture2D(u_colorTex, a_colorTexCoord);
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#else
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v_colorTexCoord = a_colorTexCoord;
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#endif
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v_maskTexCoord = a_maskTexCoord;
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}
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