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- [vert.glsl]
-
- #version 130
-
- in vec3 in_Position;
- in vec2 in_TexCoord;
- out 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 130
-
- #if defined GL_ES
- precision mediump float;
- #endif
-
- in vec2 pass_texcoord;
- out vec4 out_color;
-
- uniform sampler2D u_texture;
- uniform vec2 u_texsize;
-
- void main()
- {
- vec4 col = texture2D(u_texture, pass_texcoord);
- if (col.a == 0.0)
- discard;
- out_color = col;
- }
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