summaryrefslogtreecommitdiffstats
path: root/o3d/samples/shaders/texture-only-glsl.shader
diff options
context:
space:
mode:
Diffstat (limited to 'o3d/samples/shaders/texture-only-glsl.shader')
-rw-r--r--o3d/samples/shaders/texture-only-glsl.shader64
1 files changed, 64 insertions, 0 deletions
diff --git a/o3d/samples/shaders/texture-only-glsl.shader b/o3d/samples/shaders/texture-only-glsl.shader
new file mode 100644
index 0000000..ffea320
--- /dev/null
+++ b/o3d/samples/shaders/texture-only-glsl.shader
@@ -0,0 +1,64 @@
+/*
+ * Copyright 2009, Google Inc.
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+uniform mat4 worldViewProjection;
+
+// input parameters for our vertex shader
+attribute vec4 position;
+attribute vec2 texCoord0;
+
+// input parameters for our pixel shader
+varying vec2 v_texCoord;
+
+/**
+ * Our vertex shader.
+ */
+void main() {
+ gl_Position = worldViewProjection * position;
+ v_texCoord = texCoord0;
+}
+
+// #o3d SplitMarker
+
+// The texture sampler is used to access the texture bitmap in the fragment
+// shader.
+uniform sampler2D texSampler0;
+
+varying vec2 v_texCoord;
+
+/* Given the texture coordinates, our pixel shader grabs the corresponding
+ * color from the texture.
+ */
+void main() {
+ gl_FragColor = texture2D(texSampler0, v_texCoord);
+}
+
+// #o3d MatrixLoadOrder RowMajor