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26 lines
546 B
26 lines
546 B
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14 years ago
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#ifndef NEW_GLSL
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#define in attribute
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#define out varying
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#endif
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 0) uniform mat4 transformationProjectionMatrix;
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#else
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uniform highp mat4 transformationProjectionMatrix;
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#endif
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = 0) in highp vec4 position;
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layout(location = 1) in lowp vec3 color;
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#else
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in highp vec4 position;
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in lowp vec3 color;
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#endif
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out lowp vec3 interpolatedColor;
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void main() {
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gl_Position = transformationProjectionMatrix*position;
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interpolatedColor = color;
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}
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