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@ -4756,7 +4756,16 @@ static void rlLoadShaderDefault(void) |
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"out vec2 fragTexCoord; \n" |
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"out vec4 fragColor; \n" |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_ES2) |
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#if defined(GRAPHICS_API_OPENGL_ES3) |
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"#version 300 es \n" |
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"precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) (on some browsers) |
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"in vec3 vertexPosition; \n" |
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"in vec2 vertexTexCoord; \n" |
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"in vec4 vertexColor; \n" |
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"out vec2 fragTexCoord; \n" |
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"out vec4 fragColor; \n" |
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#elif defined(GRAPHICS_API_OPENGL_ES2) |
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"#version 100 \n" |
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"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers) |
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"attribute vec3 vertexPosition; \n" |
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@ -4765,6 +4774,7 @@ static void rlLoadShaderDefault(void) |
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"varying vec2 fragTexCoord; \n" |
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"varying vec4 fragColor; \n" |
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#endif |
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"uniform mat4 mvp; \n" |
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"void main() \n" |
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"{ \n" |
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@ -4799,7 +4809,21 @@ static void rlLoadShaderDefault(void) |
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" finalColor = texelColor*colDiffuse*fragColor; \n" |
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"} \n"; |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_ES2) |
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#if defined(GRAPHICS_API_OPENGL_ES3) |
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"#version 300 es \n" |
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"precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) |
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"in vec2 fragTexCoord; \n" |
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"in vec4 fragColor; \n" |
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"out vec4 finalColor; \n" |
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"uniform sampler2D texture0; \n" |
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"uniform vec4 colDiffuse; \n" |
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"void main() \n" |
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"{ \n" |
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" vec4 texelColor = texture(texture0, fragTexCoord); \n" |
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" finalColor = texelColor*colDiffuse*fragColor; \n" |
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"} \n"; |
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#elif defined(GRAPHICS_API_OPENGL_ES2) |
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"#version 100 \n" |
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"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) |
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"varying vec2 fragTexCoord; \n" |
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