sprite.glsl 652 B

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  1. //@renderpasses 0,1,2
  2. varying vec2 v_TexCoord0;
  3. varying vec4 v_Color;
  4. //@vertex
  5. attribute vec4 a_Position;
  6. attribute vec2 a_TexCoord0;
  7. attribute vec4 a_Color;
  8. uniform mat4 r_ModelViewProjectionMatrix;
  9. uniform vec4 m_ImageColor;
  10. void main(){
  11. v_TexCoord0=a_TexCoord0;
  12. v_Color=m_ImageColor * a_Color;
  13. gl_Position=r_ModelViewProjectionMatrix * a_Position;
  14. }
  15. //@fragment
  16. uniform sampler2D m_ImageTexture0;
  17. void main(){
  18. #if MX2_RENDERPASS==0
  19. gl_FragColor=texture2D( m_ImageTexture0,v_TexCoord0 ) * v_Color;
  20. #else
  21. float alpha=texture2D( m_ImageTexture0,v_TexCoord0 ).a * v_Color.a;
  22. gl_FragColor=vec4( 0.0,0.0,0.0,alpha );
  23. #endif
  24. }