| @ -1,14 +0,0 @@ | |||||
| #version 150 | |||||
| uniform sampler2D texture0; | |||||
| in vec2 fragTexCoord; | |||||
| in vec4 fragColor; | |||||
| out vec4 pixelColor; | |||||
| void main() | |||||
| { | |||||
| // Output pixel color | |||||
| pixelColor = texture(texture0, fragTexCoord) * fragColor; | |||||
| } | |||||
| @ -1,21 +0,0 @@ | |||||
| #version 150 | |||||
| uniform mat4 projectionMatrix; | |||||
| uniform mat4 modelviewMatrix; | |||||
| in vec3 vertexPosition; | |||||
| in vec2 vertexTexCoord; | |||||
| in vec4 vertexColor; | |||||
| out vec2 fragTexCoord; | |||||
| out vec4 fragColor; | |||||
| void main() | |||||
| { | |||||
| // Pass some variables to the fragment shader | |||||
| fragTexCoord = vertexTexCoord; | |||||
| fragColor = vertexColor; | |||||
| // Apply all matrix transformations to vertex | |||||
| gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); | |||||
| } | |||||