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The drawing is now completely shader based, which makes away
with all usage of the depracted matrix stack. This also allows
us to do things like simple translations and texture coordinate
translation directly instead of doing everything indirectly
through matrices.
Fixed vertex attributes ('vertexPointer()' etc) are also
replaced with user defined attribute arrays.
11 lines
171 B
GLSL
11 lines
171 B
GLSL
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uniform sampler2D texture;
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varying vec2 v_texCoord;
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varying vec4 v_color;
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void main()
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{
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gl_FragColor = texture2D(texture, v_texCoord);
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gl_FragColor.a *= v_color.a;
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}
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