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- // ***** matte surface shader *****
- varying vec4 Color;
- varying vec2 TexCoord0;
- //@vertex
- void transform( out vec4 viewpos ){
- viewpos=mx2_ModelViewMatrix * mx2_VertexPosition;
-
- Color=mx2_VertexColor * mx2_RenderColor;
-
- TexCoord0=mx2_VertexTexCoord0;
- }
- //@fragment
- uniform sampler2D u_Texture0;
- void ambientPass( out vec4 ambient ){
- ambient=texture2D( u_Texture0,TexCoord0 ) * Color;
- }
- void lightingPass( out vec4 diffuse,out vec4 specular,out vec3 normal ){
- }
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