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[require]
GLSL >= 1.10
[vertex shader]
uniform vec4 a;
uniform vec4 b;
uniform vec4 c;
uniform vec4 d;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
/* This constructor should result in the following matrix (GLSL matrices are
* column-major):
*
* 0.0 a.w b.z c.y
* a.x 0.0 b.w c.z
* a.y b.x 0.0 c.w
* a.z b.y c.x 0.0
*/
mat4 m = mat4(0.0, a, 0.0, b, 0.0, c, 0.0);
gl_FrontColor = m * d;
}
[fragment shader]
void main()
{
gl_FragColor = gl_Color;
}
[test]
uniform vec4 a 1.0 0.0 0.0 0.3
uniform vec4 b 1.0 0.0 0.4 0.0
uniform vec4 c 1.0 0.3 0.0 0.0
uniform vec4 d 0.8 0.8 0.8 0.8
clear color 0.2 0.2 0.2 1.0
clear
ortho
draw rect 10 10 10 10
probe rgb 15 15 0.8 0.8 0.8
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