[vertex] #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif uniform highp mat4 projection_matrix; uniform highp mat4 modelview_matrix; uniform highp mat4 extra_matrix; attribute highp vec3 vertex; // attrib:0 attribute vec4 color_attrib; // attrib:3 attribute highp vec2 uv_attrib; // attrib:4 varying vec2 uv_interp; varying vec4 color_interp; //uniform bool snap_pixels; void main() { color_interp = color_attrib; uv_interp = uv_attrib; highp vec4 outvec = vec4(vertex, 1.0); outvec = extra_matrix * outvec; outvec = modelview_matrix * outvec; #ifdef USE_PIXEL_SNAP outvec.xy=floor(outvec.xy+0.5); #endif gl_Position = projection_matrix * outvec; } [fragment] #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif // texunit:0 uniform sampler2D texture; varying vec2 uv_interp; varying vec4 color_interp; #ifdef MOMO #endif void main() { vec4 color = color_interp; color *= texture2D( texture, uv_interp ); #ifdef DEBUG_ENCODED_32 highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ); color = vec4(vec3(enc32),1.0); #endif gl_FragColor = color; }