forked from enlightenment/efl
51 lines
1020 B
Plaintext
51 lines
1020 B
Plaintext
uniform mat4 uMatrixMvp;
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varying vec4 vColor;
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#ifdef VERTEX_POSITION
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attribute vec4 aPosition0;
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#endif //VERTEX_POSITION
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#ifdef VERTEX_POSITION_BLEND
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attribute vec4 aPosition1;
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uniform float uPositionWeight;
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#endif //VERTEX_POSITION_BLEND
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#ifdef VERTEX_COLOR
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attribute vec4 aColor0;
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#endif //VERTEX_COLOR
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#ifdef VERTEX_COLOR_BLEND
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attribute vec4 aColor1;
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uniform float uColorWeight;
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#endif //VERTEX_COLOR_BLEND
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void main()
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{
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#ifdef VERTEX_POSITION_BLEND
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vec4 position = aPosition0 * uPositionWeight +
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aPosition1 * (1.0 - uPositionWeight);
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position = vec4(position.xyz, 1.0);
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#else
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#ifdef VERTEX_POSITION
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vec4 position = vec4(aPosition0.xyz, 1.0);
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#endif // VERTEX_POSITION
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#endif //VERTEX_POSITION_BLEND
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#ifdef VERTEX_COLOR_BLEND
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vec4 color = aColor0 * uColorWeight + aColor1 * (1.0 - uColorWeight);
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#else
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#ifdef VERTEX_COLOR
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vec4 color = aColor0;
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#endif //VERTEX_COLOR
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#endif //VERTEX_COLOR_BLEND
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vColor = color;
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gl_Position = uMatrixMvp * position;
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}
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