/* * This file is part of the D3wasm project (http://www.continuation-labs.com/projects/d3wasm) * Copyright (c) 2019 Gabriel Cuvillier. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include "glsl_shaders.h" const char * const diffuseMapShaderVP = R"( #version 100 precision mediump float; // In attribute highp vec4 attr_Vertex; attribute lowp vec4 attr_Color; attribute vec4 attr_TexCoord; // Uniforms uniform highp mat4 u_modelViewProjectionMatrix; uniform mat4 u_textureMatrix; uniform lowp float u_colorAdd; uniform lowp float u_colorModulate; // Out // gl_Position varying vec2 var_TexCoord; varying lowp vec4 var_Color; void main(void) { var_TexCoord = (u_textureMatrix * attr_TexCoord).xy; // Homogeneous coordinates of textureMatrix supposed to be 1 if (u_colorModulate == 0.0) { var_Color = vec4(u_colorAdd); } else { var_Color = (attr_Color * u_colorModulate) + vec4(u_colorAdd); } gl_Position = u_modelViewProjectionMatrix * attr_Vertex; } )";