doom3quest/Projects/Android/jni/d3es-multithread-master/neo/renderer/glsl/diffuseMapShaderVP.cpp
Simon b2b8f43c9d Initial Commit
Builds, runs, no stereo or much else is working, menus work ok though
2020-09-08 23:10:45 +01:00

52 lines
1.5 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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;
}
)";