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bacb3affb3
This adds a gsk prefix to the stuff in the preamble, as we want to avoid it conflicting with things in the main shader. Especially once we start allow some customization of shaders.
14 lines
257 B
GLSL
14 lines
257 B
GLSL
// VERTEX_SHADER:
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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// FRAGMENT_SHADER:
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void main() {
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vec4 diffuse = GskTexture(u_source, vUv);
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gskSetOutputColor(diffuse * u_alpha);
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}
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