shader_font.glsl 489 B

12345678910111213141516171819202122232425262728293031
  1. // ***** alpha surface shader *****
  2. varying vec4 Color;
  3. varying vec2 TexCoord0;
  4. //@vertex
  5. void transform( out vec4 viewpos ){
  6. viewpos=mx2_ModelViewMatrix * mx2_VertexPosition;
  7. Color=mx2_VertexColor * mx2_RenderColor;
  8. TexCoord0=mx2_VertexTexCoord0;
  9. }
  10. //@fragment
  11. uniform sampler2D u_Texture0;
  12. void ambientPass( out vec4 ambient ){
  13. ambient=vec4( texture2D( u_Texture0,TexCoord0 ).a ) * Color;
  14. }
  15. void lightingPass( out vec4 diffuse,out vec4 specular,out vec3 normal ){
  16. }