aboutsummaryrefslogtreecommitdiff
path: root/client/shaders/selection_shader
diff options
context:
space:
mode:
authorVitaliy <numzer0@yandex.ru>2020-10-25 20:01:03 +0300
committerGitHub <noreply@github.com>2020-10-25 18:01:03 +0100
commit707c8c1e95d8db2d84909e7957b4dc9138e05599 (patch)
tree84604fc1868c7b8ca8e977d5dd0485498500cdfe /client/shaders/selection_shader
parent33b2c5f5b1c565171296f26395d803b08f4575e9 (diff)
downloadminetest-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/selection_shader')
-rw-r--r--client/shaders/selection_shader/opengl_fragment.glsl7
-rw-r--r--client/shaders/selection_shader/opengl_vertex.glsl9
2 files changed, 10 insertions, 6 deletions
diff --git a/client/shaders/selection_shader/opengl_fragment.glsl b/client/shaders/selection_shader/opengl_fragment.glsl
index c679d0e12..35b1f8902 100644
--- a/client/shaders/selection_shader/opengl_fragment.glsl
+++ b/client/shaders/selection_shader/opengl_fragment.glsl
@@ -1,9 +1,12 @@
uniform sampler2D baseTexture;
+varying lowp vec4 varColor;
+varying mediump vec2 varTexCoord;
+
void main(void)
{
- vec2 uv = gl_TexCoord[0].st;
+ vec2 uv = varTexCoord.st;
vec4 color = texture2D(baseTexture, uv);
- color.rgb *= gl_Color.rgb;
+ color.rgb *= varColor.rgb;
gl_FragColor = color;
}
diff --git a/client/shaders/selection_shader/opengl_vertex.glsl b/client/shaders/selection_shader/opengl_vertex.glsl
index d0b16c8b0..9ca87a9cf 100644
--- a/client/shaders/selection_shader/opengl_vertex.glsl
+++ b/client/shaders/selection_shader/opengl_vertex.glsl
@@ -1,9 +1,10 @@
-uniform mat4 mWorldViewProj;
+varying lowp vec4 varColor;
+varying mediump vec2 varTexCoord;
void main(void)
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = mWorldViewProj * gl_Vertex;
+ varTexCoord = inTexCoord0.st;
+ gl_Position = mWorldViewProj * inVertexPosition;
- gl_FrontColor = gl_BackColor = gl_Color;
+ varColor = inVertexColor;
}