[vertex] #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif uniform highp mat4 projection_matrix; uniform highp mat4 modelview_matrix; uniform highp mat4 extra_matrix; attribute highp vec2 vertex; // attrib:0 attribute vec4 color_attrib; // attrib:3 attribute vec2 uv_attrib; // attrib:4 varying vec2 uv_interp; varying vec4 color_interp; uniform highp vec2 color_texpixel_size; #ifdef USE_TEXTURE_RECT uniform vec4 dst_rect; uniform vec4 src_rect; #endif uniform highp float time; VERTEX_SHADER_GLOBALS vec2 select(vec2 a, vec2 b, bvec2 c) { vec2 ret; ret.x = c.x ? b.x : a.x; ret.y = c.y ? b.y : a.y; return ret; } void main() { vec4 color = color_attrib; #ifdef USE_TEXTURE_RECT if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx; } else { uv_interp = src_rect.xy + abs(src_rect.zw) * vertex; } vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0); // This is what is done in the GLES 3 bindings and should // take care of flipped rects. // // But it doesn't. // I don't know why, will need to investigate further. outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))); // outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex; #else vec4 outvec = vec4(vertex.xy, 0.0, 1.0); #ifdef USE_UV_ATTRIBUTE uv_interp = uv_attrib; #else uv_interp = vertex.xy; #endif #endif { vec2 src_vtx=outvec.xy; VERTEX_SHADER_CODE } color_interp = color; gl_Position = projection_matrix * modelview_matrix * outvec; } [fragment] #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif uniform sampler2D color_texture; // texunit:0 uniform highp vec2 color_texpixel_size; uniform mediump sampler2D normal_texture; // texunit:1 varying mediump vec2 uv_interp; varying mediump vec4 color_interp; uniform highp float time; uniform vec4 final_modulate; #ifdef SCREEN_TEXTURE_USED uniform sampler2D screen_texture; // texunit:2 #endif #ifdef SCREEN_UV_USED uniform vec2 screen_pixel_size; #endif FRAGMENT_SHADER_GLOBALS void main() { vec4 color = color_interp; color *= texture2D(color_texture, uv_interp); #ifdef SCREEN_UV_USED vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; #endif { FRAGMENT_SHADER_CODE } color *= final_modulate; gl_FragColor = color; }