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R"glsl(
//------------------------------------------------------------------------------------
// Global variables
//------------------------------------------------------------------------------------
uniform vec4 g_Scales;
uniform vec4 g_OneTexel_Left;
uniform vec4 g_OneTexel_Right;
uniform vec4 g_OneTexel_Back;
uniform vec4 g_OneTexel_Front;
uniform sampler2D g_textureDisplacementMap;
varying float2 vInterpTexCoord;
attribute float4 vInPos;
attribute float2 vInTexCoord;
void main()
{
// No need to do matrix transform.
gl_Position = vInPos;
// Pass through general texture coordinate.
vInterpTexCoord = vInTexCoord;
}
)glsl";
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