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[shaders]
vertex =
uniform highp mat4 u_modelViewProjectionMatrix;
attribute highp vec4 a_vertex;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
}
fragment =
uniform lowp vec4 u_xray_error;
void main()
{
gl_FragColor = u_xray_error;
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
}
fragment41core =
#version 410
uniform lowp vec4 u_xray_error;
out vec4 frag_color;
void main()
{
frag_color = u_xray_error;
}
[defaults]
u_xray_error = [1.0, 1.0, 1.0, 1.0]
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
[attributes]
a_vertex = vertex
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