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uniform sampler2D uTexColor; | |
varying vec2 vTexCoord; | |
void main() | |
{ | |
gl_FragColor = texture2D(uTexColor, vTexCoord); | |
} |
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attribute vec2 aPosition; | |
varying vec2 vTexCoord; | |
void main() | |
{ | |
gl_Position = vec4(aPosition, 0, 1); | |
vTexCoord = (aPosition + vec2(1.0)) / 2.0; | |
} |
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GLfloat QuadVertices[] = | |
{ | |
-1.0, -1.0, | |
1.0, -1.0, | |
1.0, 1.0, | |
-1.0, 1.0 | |
}; |
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