GLEssentials/Data/Shaders/character.vsh
/* |
File: character.vsh |
Abstract: The vertex shader for character rendering. |
Version: 1.8 |
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*/ |
#ifdef GL_ES |
precision highp float; |
#endif |
// Declare our modelViewProjection matrix that we'll compute |
// outside the shader and set each frame |
uniform mat4 modelViewProjectionMatrix; |
// Declare inputs and outputs |
// inPosition : Position attributes from the VAO/VBOs |
// inTexcoord : Texcoord attributes from the VAO/VBOs |
// varTexcoord : TexCoord we'll pass to the rasterizer |
// gl_Position : implicitly declared in all vertex shaders. Clip space position |
// passed to rasterizer used to build the triangles |
#if __VERSION__ >= 140 |
in vec4 inPosition; |
in vec2 inTexcoord; |
out vec2 varTexcoord; |
#else |
attribute vec4 inPosition; |
attribute vec2 inTexcoord; |
varying vec2 varTexcoord; |
#endif |
void main (void) |
{ |
// Transform the vertex by the model view projection matrix so |
// the polygon shows up in the right place |
gl_Position = modelViewProjectionMatrix * inPosition; |
// Pass the unmodified texture coordinate from the vertex buffer |
// directly down to the rasterizer. |
varTexcoord = inTexcoord; |
} |
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