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author | Vitaliy <numzer0@yandex.ru> | 2020-10-25 20:01:03 +0300 |
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committer | GitHub <noreply@github.com> | 2020-10-25 18:01:03 +0100 |
commit | 707c8c1e95d8db2d84909e7957b4dc9138e05599 (patch) | |
tree | 84604fc1868c7b8ca8e977d5dd0485498500cdfe /client/shaders/minimap_shader | |
parent | 33b2c5f5b1c565171296f26395d803b08f4575e9 (diff) | |
download | minetest-707c8c1e95d8db2d84909e7957b4dc9138e05599.tar.gz minetest-707c8c1e95d8db2d84909e7957b4dc9138e05599.tar.bz2 minetest-707c8c1e95d8db2d84909e7957b4dc9138e05599.zip |
Shaders for Android (GLES 2) (#10506)
Shader support for OpenGL ES 2 devices (Android)
Co-authored-by: sfan5 <sfan5@live.de>
Diffstat (limited to 'client/shaders/minimap_shader')
-rw-r--r-- | client/shaders/minimap_shader/opengl_fragment.glsl | 7 | ||||
-rw-r--r-- | client/shaders/minimap_shader/opengl_vertex.glsl | 10 |
2 files changed, 11 insertions, 6 deletions
diff --git a/client/shaders/minimap_shader/opengl_fragment.glsl b/client/shaders/minimap_shader/opengl_fragment.glsl index fa4f9cb1a..cef359e8a 100644 --- a/client/shaders/minimap_shader/opengl_fragment.glsl +++ b/client/shaders/minimap_shader/opengl_fragment.glsl @@ -2,9 +2,12 @@ uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform vec3 yawVec; +varying lowp vec4 varColor; +varying mediump vec2 varTexCoord; + void main (void) { - vec2 uv = gl_TexCoord[0].st; + vec2 uv = varTexCoord.st; //texture sampling rate const float step = 1.0 / 256.0; @@ -27,6 +30,6 @@ void main (void) vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb; vec4 col = vec4(color.rgb, base.a); - col *= gl_Color; + col *= varColor; gl_FragColor = vec4(col.rgb, base.a); } diff --git a/client/shaders/minimap_shader/opengl_vertex.glsl b/client/shaders/minimap_shader/opengl_vertex.glsl index 88f9356d5..1a9491805 100644 --- a/client/shaders/minimap_shader/opengl_vertex.glsl +++ b/client/shaders/minimap_shader/opengl_vertex.glsl @@ -1,9 +1,11 @@ -uniform mat4 mWorldViewProj; uniform mat4 mWorld; +varying lowp vec4 varColor; +varying mediump vec2 varTexCoord; + void main(void) { - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = mWorldViewProj * gl_Vertex; - gl_FrontColor = gl_BackColor = gl_Color; + varTexCoord = inTexCoord0.st; + gl_Position = mWorldViewProj * inVertexPosition; + varColor = inVertexColor; } |