Created
May 5, 2015 19:30
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| // Vertex shader | |
| /** | |
| * This is for rendering colored liquid/particles using LiquidFun etc | |
| */ | |
| uniform mat4 u_view_projection_matrix; | |
| uniform float u_depth; | |
| attribute vec4 a_Position; | |
| attribute vec4 a_color; | |
| attribute float a_size; | |
| varying vec4 v_color; | |
| void main() | |
| { | |
| v_color = a_color + vec4(0.0, 0.0, 0.4, 1.0); | |
| //v_color = vec4(0.0, 0.0, 1.0, 1.0); | |
| gl_PointSize = a_size; | |
| //vec4 pos = vec4(a_Position.xy, u_depth, a_Position.w); | |
| vec4 pos = a_Position; | |
| pos.z = u_depth; | |
| gl_Position = u_view_projection_matrix * pos; | |
| } | |
| // Fragment shader | |
| /** | |
| * This is for rendering colored liquid/particles using LiquidFun etc | |
| */ | |
| #ifdef GL_ES | |
| precision lowp float; | |
| #endif | |
| uniform sampler2D u_texture; | |
| varying vec4 v_color; | |
| void main() | |
| { | |
| // Get frag from texture | |
| //gl_FragColor = v_color; | |
| gl_FragColor = texture2D(u_texture, gl_PointCoord); | |
| // vec4 color = texture2D(u_texture, gl_PointCoord) * v_color; | |
| // gl_FragColor = color; | |
| } |
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