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.
7 lines
65 B
GLSL
7 lines
65 B
GLSL
|
|
varying vec4 v_color;
|
|
|
|
void main()
|
|
{
|
|
gl_FragColor = v_color;
|
|
}
|