irrlicht/media/Shaders/COGLES2FixedPipeline.vsh

22 lines
429 B
GLSL

attribute vec3 inVertexPosition;
attribute vec3 inVertexNormal;
attribute vec4 inVertexColor;
attribute vec2 inTexCoord0;
uniform mat4 uMvpMatrix;
/* Varyings */
varying vec2 varTexCoord0;
varying vec2 varTexCoord1;
varying vec4 varVertexColor;
varying float eyeDist;
void main(void)
{
gl_Position = uMvpMatrix * vec4(inVertexPosition,1.0);
varTexCoord0 = inTexCoord0;
varTexCoord1 = inTexCoord0;
}