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[shaders]
vertex =
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
attribute highp vec4 a_vertex;
void main()
{
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
}
fragment =
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif // GL_FRAGMENT_PRECISION_HIGH
#endif // GL_ES
uniform vec4 u_color;
void main()
{
gl_FragColor = u_color;
}
vertex41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
in highp vec4 a_vertex;
void main()
{
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
}
fragment41core =
#version 410
uniform vec4 u_color;
out vec4 frag_color;
void main()
{
frag_color = u_color;
}
[defaults]
u_color = [0.02, 0.02, 0.02, 1.0]
[bindings]
u_modelMatrix = model_matrix
u_viewMatrix = view_matrix
u_projectionMatrix = projection_matrix
[attributes]
a_vertex = vertex
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