sprite.glsl 658 B

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  1. //@renderpasses 0,1,2
  2. varying vec2 texCoord0;
  3. varying vec4 color;
  4. //@vertex
  5. attribute vec4 mx2_Vertex;
  6. attribute vec2 mx2_TexCoord0;
  7. attribute vec4 mx2_Color;
  8. uniform mat4 mx2_ModelViewProjectionMatrix;
  9. uniform vec4 mx2_ImageColor;
  10. void main(){
  11. texCoord0=mx2_TexCoord0;
  12. color=mx2_ImageColor * mx2_Color;
  13. gl_Position=mx2_ModelViewProjectionMatrix * mx2_Vertex;
  14. }
  15. //@fragment
  16. uniform sampler2D mx2_ImageTexture0;
  17. void main(){
  18. #if MX2_RENDERPASS==0
  19. gl_FragColor=texture2D( mx2_ImageTexture0,texCoord0 ) * color;
  20. #else
  21. float alpha=texture2D( mx2_ImageTexture0,texCoord0 ).a * color.a;
  22. gl_FragColor=vec4( 0.0,0.0,0.0,alpha );
  23. #endif
  24. }