[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; #if defined(USE_TIME) uniform float time; #endif #ifdef USE_LIGHTING uniform highp mat4 light_matrix; varying vec4 light_tex_pos; #endif #if defined(ENABLE_VAR1_INTERP) varying vec4 var1_interp; #endif #if defined(ENABLE_VAR2_INTERP) varying vec4 var2_interp; #endif //uniform bool snap_pixels; VERTEX_SHADER_GLOBALS void main() { color_interp = color_attrib; uv_interp = uv_attrib; highp vec4 outvec = vec4(vertex, 1.0); { vec2 src_vtx=outvec.xy; VERTEX_SHADER_CODE } outvec = extra_matrix * outvec; outvec = modelview_matrix * outvec; #ifdef USE_PIXEL_SNAP outvec.xy=floor(outvec.xy+0.5); #endif #ifdef USE_LIGHTING light_tex_pos.xy = light_matrix * outvec; light_tex_pos.zw=outvec.xy - light_matrix[4].xy; //likely wrong #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 #if defined(ENABLE_SCREEN_UV) uniform vec2 screen_uv_mult; #endif #if defined(ENABLE_TEXSCREEN) uniform vec2 texscreen_screen_mult; uniform vec4 texscreen_screen_clamp; uniform sampler2D texscreen_tex; #endif #if defined(ENABLE_VAR1_INTERP) varying vec4 var1_interp; #endif #if defined(ENABLE_VAR2_INTERP) varying vec4 var2_interp; #endif #if defined(USE_TIME) uniform float time; #endif #ifdef USE_LIGHTING uniform sampler2D light_texture; varying vec4 light_tex_pos; #ifdef USE_SHADOWS uniform sampler2D shadow_texture; uniform float shadow_attenuation; #endif #endif #if defined(USE_TEXPIXEL_SIZE) uniform vec2 texpixel_size; #endif FRAGMENT_SHADER_GLOBALS void main() { vec4 color = color_interp; #if defined(NORMAL_USED) vec3 normal = vec3(0,0,1); #endif color *= texture2D( texture, uv_interp ); #if defined(ENABLE_SCREEN_UV) vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult; #endif { FRAGMENT_SHADER_CODE } #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 #ifdef USE_LIGHTING float att=1.0; vec3 light = texture2D(light_texture,light_tex_pos).rgb; #ifdef USE_SHADOWS //this might not be that great on mobile? float light_dist = length(light_texture.zw); float light_angle = atan2(light_texture.x,light_texture.z) + 1.0 * 0.5; float shadow_dist = texture2D(shadow_texture,vec2(light_angle,0)); if (light_dist>shadow_dist) { light*=shadow_attenuation; } //use shadows #endif #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader { vec2 light_dir = normalize(light_tex_pos.zw); float light_distance = length(light_tex_pos.zw); LIGHT_SHADER_CODE } #else #if defined(NORMAL_USED) vec2 light_normal = normalize(light_tex_pos.zw); light = color.rgb * light * max(dot(light_normal,normal),0); #endif color.rgb=light; //light shader code #endif //use lighting #endif // color.rgb*=color.a; gl_FragColor = color; }