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- [vert.glsl]
-
- #version 130
-
- attribute vec4 in_Position;
- attribute vec4 in_Color;
- varying vec4 pass_Color;
-
- uniform mat4 u_projection;
- uniform mat4 u_view;
-
- void main()
- {
- if (in_Position.w > 0.5)
- gl_Position = vec4(in_Position.xyz, 1.0);
- else
- gl_Position = u_projection * u_view
- * vec4(in_Position.xyz, 1.0);
- pass_Color = in_Color;
- }
-
- [frag.glsl]
-
- #version 130
-
- #if defined GL_ES
- precision mediump float;
- #endif
-
- varying vec4 pass_Color;
-
- void main()
- {
- gl_FragColor = pass_Color;
- }
-
- [vert.hlsl]
-
- void main(float4 in_Position : POSITION,
- float4 in_Color : COLOR,
- uniform float4x4 u_projection,
- uniform float4x4 u_view,
- out float4 out_Color : COLOR,
- out float4 out_Position : POSITION)
- {
- out_Position = mul(u_projection, mul(u_view, in_Position));
- out_Color = in_Color;
- }
-
- [frag.hlsl]
-
- void main(float4 in_Color : COLOR,
- out float4 out_FragColor : COLOR)
- {
- out_FragColor = in_Color;
- }
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