[vertex] #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif attribute highp vec4 vertex_attrib; // attrib:0 attribute vec2 uv_in; // attrib:4 attribute vec2 uv2_in; // attrib:5 varying vec2 uv_interp; varying vec2 uv2_interp; #ifdef USE_COPY_SECTION uniform vec4 copy_section; #endif void main() { uv_interp = uv_in; uv2_interp = uv2_in; gl_Position = vertex_attrib; #ifdef USE_COPY_SECTION uv_interp = copy_section.xy + uv_interp * copy_section.zw; gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0; #endif } [fragment] #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif varying vec2 uv_interp; uniform sampler2D source; // texunit:0 varying vec2 uv2_interp; #ifdef USE_CUSTOM_ALPHA uniform float custom_alpha; #endif void main() { //vec4 color = color_interp; vec4 color = texture2D( source, uv_interp ); #ifdef USE_NO_ALPHA color.a=1.0; #endif #ifdef USE_CUSTOM_ALPHA color.a=custom_alpha; #endif gl_FragColor = color; }