"#endif\n"
"uniform sampler2D tex, texu, texv;\n"
"varying vec4 col;\n"
-"varying vec2 tex_c;\n"
-"varying vec2 tex_c2;\n"
-"varying vec2 tex_c3;\n"
+"varying vec2 tex_c, tex_c2, tex_c3;\n"
"void main()\n"
"{\n"
" const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n"
#endif
uniform sampler2D tex, texu, texv;
varying vec4 col;
-varying vec2 tex_c;
-varying vec2 tex_c2;
-varying vec2 tex_c3;
+varying vec2 tex_c, tex_c2, tex_c3;
void main()
{
const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D tex, texu, texv;\n"
-"varying vec2 tex_c;\n"
-"varying vec2 tex_c2;\n"
-"varying vec2 tex_c3;\n"
+"varying vec2 tex_c, tex_c2, tex_c3;\n"
"void main()\n"
"{\n"
" const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n"
precision mediump float;
#endif
uniform sampler2D tex, texu, texv;
-varying vec2 tex_c;
-varying vec2 tex_c2;
-varying vec2 tex_c3;
+varying vec2 tex_c, tex_c2, tex_c3;
void main()
{
const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,
"precision mediump float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
-"attribute vec2 tex_coord;\n"
-"attribute vec2 tex_coord2;\n"
-"attribute vec2 tex_coord3;\n"
+"attribute vec2 tex_coord, tex_coord2, tex_coord3;\n"
"uniform mat4 mvp;\n"
-"varying vec2 tex_c;\n"
-"varying vec2 tex_c2;\n"
-"varying vec2 tex_c3;\n"
+"varying vec2 tex_c, tex_c2, tex_c3;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
precision mediump float;
#endif
attribute vec4 vertex;
-attribute vec2 tex_coord;
-attribute vec2 tex_coord2;
-attribute vec2 tex_coord3;
+attribute vec2 tex_coord, tex_coord2, tex_coord3;
uniform mat4 mvp;
-varying vec2 tex_c;
-varying vec2 tex_c2;
-varying vec2 tex_c3;
+varying vec2 tex_c, tex_c2, tex_c3;
void main()
{
gl_Position = mvp * vertex;
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
-"attribute vec2 tex_coord;\n"
-"attribute vec2 tex_coord2;\n"
-"attribute vec2 tex_coord3;\n"
+"attribute vec2 tex_coord, tex_coord2, tex_coord3;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
-"varying vec2 tex_c;\n"
-"varying vec2 tex_c2;\n"
-"varying vec2 tex_c3;\n"
+"varying vec2 tex_c, tex_c2, tex_c3;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
#endif
attribute vec4 vertex;
attribute vec4 color;
-attribute vec2 tex_coord;
-attribute vec2 tex_coord2;
-attribute vec2 tex_coord3;
+attribute vec2 tex_coord, tex_coord2, tex_coord3;
uniform mat4 mvp;
varying vec4 col;
-varying vec2 tex_c;
-varying vec2 tex_c2;
-varying vec2 tex_c3;
+varying vec2 tex_c, tex_c2, tex_c3;
void main()
{
gl_Position = mvp * vertex;