[vertex] #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif attribute highp vec4 vertex_attrib; // attrib:0 #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) attribute vec3 cube_in; // attrib:4 #else attribute vec2 uv_in; // attrib:4 #endif attribute vec2 uv2_in; // attrib:5 #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) varying vec3 cube_interp; #else varying vec2 uv_interp; #endif varying vec2 uv2_interp; #ifdef USE_COPY_SECTION uniform vec4 copy_section; #endif void main() { #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) cube_interp = cube_in; #else uv_interp = uv_in; #endif uv2_interp = uv2_in; gl_Position = vertex_attrib; #ifdef USE_COPY_SECTION uv_interp = copy_section.xy + uv_interp * copy_section.zw; gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0; #endif } [fragment] #define M_PI 3.14159265359 #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) varying vec3 cube_interp; #else varying vec2 uv_interp; #endif #ifdef USE_CUBEMAP uniform samplerCube source_cube; // texunit:0 #else uniform sampler2D source; // texunit:0 #endif varying vec2 uv2_interp; #ifdef USE_MULTIPLIER uniform float multiplier; #endif #ifdef USE_CUSTOM_ALPHA uniform float custom_alpha; #endif #if defined(USE_PANORAMA) || defined(USE_ASYM_PANO) vec4 texturePanorama(sampler2D pano, vec3 normal) { vec2 st = vec2( atan(normal.x, normal.z), acos(normal.y) ); if(st.x < 0.0) st.x += M_PI*2.0; st/=vec2(M_PI*2.0,M_PI); return texture2D(pano,st); } #endif void main() { #ifdef USE_PANORAMA vec4 color = texturePanorama(source, normalize(cube_interp)); #elif defined(USE_CUBEMAP) vec4 color = textureCube(source_cube, normalize(cube_interp)); #else vec4 color = texture2D( source, uv_interp ); #endif #ifdef USE_NO_ALPHA color.a=1.0; #endif #ifdef USE_CUSTOM_ALPHA color.a=custom_alpha; #endif #ifdef USE_MULTIPLIER color.rgb *= multiplier; #endif gl_FragColor = color; }