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- uniform mat4 u_Matrix;
- attribute vec4 v_Position;
- attribute vec4 v_Position1;
- attribute vec2 a_texCoord;
- attribute vec2 a_texCoord1;
- varying vec2 v_texCoord;
- varying vec2 v_texCoord1;
- void main() {
- gl_Position = u_Matrix * v_Position * v_Position1; /*I guess that
- this is not possible.*/
- v_texCoord = a_texCoord;
- v_texCoord1 = a_texCoord1;
- }
- precision mediump float;
- varying vec2 v_texCoord;
- varying vec2 v_texCoord2;
- uniform sampler2D u_texture;
- uniform sampler2D u_texture2;
- vec4 col1;
- vec4 col2;
- void main() {
- col1 = texture2D(u_texture, v_texCoord);
- col2 = texture2D(u_texture2, v_texCoord2);
- gl_FragColor = col1 + col2;
- }
- gl_Position = u_Matrix * (v_Position + v_Position1);
- attribute vec3 v_Position;
- attribute vec3 v_Position1;
- void main()
- {
- gl_Position = u_Matrix * vec4(v_Position.xyz + v_Position1.xyz, 1.0);
- .....
- }
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