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- [vert.glsl]
-
- #version 120
-
- attribute vec3 in_Position;
- attribute vec2 in_TexCoord;
- varying vec2 pass_TexCoord;
-
- uniform mat4 u_projection;
- uniform mat4 u_view;
- uniform mat4 u_model;
-
- void main()
- {
- gl_Position = u_projection * u_view * u_model
- * vec4(in_Position, 1.0);
- pass_TexCoord = in_TexCoord;
- }
-
- [frag.glsl]
-
- #version 120
-
- #if defined GL_ES
- precision mediump float;
- #endif
-
- uniform sampler2D u_texture;
- uniform sampler2D u_palette;
- uniform vec2 u_texsize;
- varying vec2 pass_TexCoord;
-
- void main()
- {
- vec4 pal = texture2D(u_texture, pass_TexCoord);
- vec4 col = texture2D(u_palette, vec2(pal.x, 0.f));
- if (pal.x == 0.0)
- discard;
- gl_FragColor = col;
- }
-
- [vert.hlsl]
-
- void main(float4 in_Position : POSITION,
- float2 in_TexCoord : TEXCOORD0,
- uniform float4x4 u_projection,
- uniform float4x4 u_view,
- uniform float4x4 u_model,
- uniform float2 u_texsize,
- out float2 out_TexCoord : TEXCOORD0,
- out float4 out_Position : POSITION)
- {
- #if _XBOX
- float2 delta = float2(-0.5, -0.5) / u_texsize;
- #else
- float2 delta = float2(0.0, 0.0);
- #endif
- out_Position = mul(u_projection, mul(u_view, mul(u_model, in_Position)));
- out_TexCoord = in_TexCoord + delta;
- }
-
- [frag.hlsl]
-
- void main(float2 in_TexCoord : TEXCOORD0,
- uniform sampler2D u_texture,
- out float4 out_FragColor : COLOR)
- {
- float4 col = tex2D(u_texture, in_TexCoord);
- out_FragColor = col;
- }
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