1[shaders] 2vertex = 3 uniform highp mat4 u_modelMatrix; 4 uniform highp mat4 u_viewMatrix; 5 uniform highp mat4 u_projectionMatrix; 6 7 attribute highp vec4 a_vertex; 8 attribute lowp vec4 a_color; 9 varying lowp vec4 v_color; 10 void main() 11 { 12 gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex; 13 v_color = a_color; 14 } 15 16fragment = 17 uniform lowp vec4 u_color; 18 varying lowp vec4 v_color; 19 20 void main() 21 { 22 if(v_color != vec4(0.0, 0.0, 0.0, 1.0)) 23 { 24 gl_FragColor = v_color; 25 } 26 else 27 { 28 gl_FragColor = u_color; 29 } 30 } 31 32vertex41core = 33 #version 410 34 uniform highp mat4 u_modelMatrix; 35 uniform highp mat4 u_viewMatrix; 36 uniform highp mat4 u_projectionMatrix; 37 38 in highp vec4 a_vertex; 39 in lowp vec4 a_color; 40 out lowp vec4 v_color; 41 void main() 42 { 43 gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex; 44 v_color = a_color; 45 } 46 47fragment41core = 48 #version 410 49 uniform lowp vec4 u_color; 50 in lowp vec4 v_color; 51 out vec4 frag_color; 52 53 void main() 54 { 55 if(v_color != vec4(0.0, 0.0, 0.0, 1.0)) 56 { 57 frag_color = v_color; 58 } 59 else 60 { 61 frag_color = u_color; 62 } 63 } 64 65[defaults] 66u_color = [0.5, 0.5, 0.5, 1.0] 67 68[bindings] 69u_modelMatrix = model_matrix 70u_viewMatrix = view_matrix 71u_projectionMatrix = projection_matrix 72 73[attributes] 74a_vertex = vertex 75a_color = color 76