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33 regels
388 B

  1. [vert.glsl]
  2. #version 130
  3. attribute vec3 in_position;
  4. attribute vec3 in_color;
  5. uniform mat4 u_matrix;
  6. out vec3 pass_color;
  7. void main(void)
  8. {
  9. gl_Position = u_matrix * vec4(in_position, 1.0);
  10. pass_color = in_color;
  11. }
  12. [frag.glsl]
  13. #version 130
  14. #if defined GL_ES
  15. precision highp float;
  16. #endif
  17. in vec3 pass_color;
  18. void main(void)
  19. {
  20. gl_FragColor = vec4(pass_color, 1.0);
  21. }