vertex
attribute highp vec4 POSITION;
attribute vec4 COLOR;
attribute vec2 TEXCOORD_1;
uniform mat4 WORLDVIEWPROJ;
varying vec4 color;
varying vec2 uv1;
void main(){
color = COLOR;
uv1 = TEXCOORD_1;
gl_Position = WORLDVIEWPROJ * POSITION;
}
fragment
#extension GL_OES_standard_derivatives : enable
precision mediump float;
uniform sampler2D TEXTURE_1;
varying vec4 color;
varying vec2 uv1;
void main(){
vec4 diffuse = color;
diffuse *= texture2D(TEXTURE_1, uv1);
gl_FragColor = diffuse;
}
available stuffs
#extension GL_OES_standard_derivatives : enable
attribute highp vec4 POSITION;
attribute highp vec4 COLOR;
attribute highp vec2 TEXCOORD_1;
uniform highp float TIME;
uniform highp vec4 FOG_COLOR;
uniform highp vec4 CURRENT_COLOR;
uniform highp mat4 WORLDVIEWPROJ;
uniform sampler2D TEXTURE_0;
uniform sampler2D TEXTURE_1;