30 lines
529 B
GLSL
30 lines
529 B
GLSL
#ifdef GL_ES
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precision highp float;
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#else
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#define highp
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#define mediump
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#define lowp
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#endif
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attribute vec4 a_pos;
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#ifdef SUPPORTED_GL_OES_30
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attribute mat4 a_model;
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#else
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uniform mat4 u_model;
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#define a_model u_model
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#endif
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uniform mat4 u_projectionView;
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uniform vec3 u_corner0;
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uniform vec3 u_corner1;
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uniform vec3 u_corner2;
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uniform vec3 u_corner3;
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void main(void)
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{
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vec3 pos = u_corner0 * a_pos.x + u_corner1 * a_pos.y + u_corner2 * a_pos.z + u_corner3 * a_pos.w;
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gl_Position = u_projectionView * vec4(pos, 1.0);
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}
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