/* * OpenClonk, http://www.openclonk.org * * Copyright (c) 2015, The OpenClonk Team and contributors * * Distributed under the terms of the ISC license; see accompanying file * "COPYING" for details. * * "Clonk" is a registered trademark of Matthes Bender, used with permission. * See accompanying file "TRADEMARK" for details. * * To redistribute this file separately, substitute the full license texts * for the above references. */ // Default Vertex Shader for objects and sprites. uniform mat4 projectionMatrix; uniform mat4 modelviewMatrix; in vec2 oc_Position; in vec4 oc_Color; #ifdef OC_HAVE_BASE in vec2 oc_TexCoord; #endif out vec4 vtxColor; #ifdef OC_HAVE_BASE out vec2 texcoord; #endif slice(position) { // model-view matrix is always the identity matrix gl_Position = projectionMatrix * modelviewMatrix * vec4(oc_Position, 0.0, 1.0); } slice(texcoord) { #ifdef OC_HAVE_BASE texcoord = oc_TexCoord; #endif } slice(color) { vtxColor = oc_Color; }