@ -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); | |||||
} |