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mook/bundled-font-config
mkxp
/
shader
/
simpleColor.frag
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Remove the remaining bits of deprecated GL usage 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.
2013-09-23 05:15:01 +00:00
Shader: Refine preprocessing on GLES platform Don't globally set float precision to mediump, only fragment shaders need that and defining it for vertex shaders causes tilemap cracks. Also manually define low precision for variables that hold color / alpha values.
2014-12-23 17:33:33 +00:00
varying
lowp
vec4
v_color
;
Remove the remaining bits of deprecated GL usage 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.
2013-09-23 05:15:01 +00:00
void
main
(
)
{
gl_FragColor
=
v_color
;
}