The drawing is now completely shader based, which makes away with all usage of the depracted matrix stack. This also allows us to do things like simple translations and texture coordinate translation directly instead of doing everything indirectly through matrices. Fixed vertex attributes ('vertexPointer()' etc) are also replaced with user defined attribute arrays.
9 lines
119 B
GLSL
9 lines
119 B
GLSL
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uniform sampler2D texture;
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varying vec2 v_texCoord;
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void main()
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{
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gl_FragColor = texture2D(texture, v_texCoord);
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}
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