{
"fragmentShader":[
"//@version 100",
- " varying mediump vec2 vTexCoord;",
+ " INPUT mediump vec2 vTexCoord;",
" UNIFORM sampler2D sTexture;",
" UNIFORM_BLOCK FragBlock",
" {",
"shader":
{
"fragmentShader":[
- " varying mediump vec2 vTexCoord;",
+ "//@version 100",
+ " INPUT mediump vec2 vTexCoord;",
" UNIFORM sampler2D sTexture;",
" UNIFORM_BLOCK FragBlock",
" {",
" UNIFORM lowp vec4 uColor;",
" UNIFORM mediump vec3 uCustomPosition;",
" };",
+ "",
" void main()",
" {",
" if( TEXTURE( sTexture, vTexCoord ).a <= 0.0001 )",
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
"shader":
{
"fragmentShader":[
- " varying mediump vec2 vTexCoord;",
- " uniform lowp vec4 uColor;",
- " uniform sampler2D sTexture;",
- " uniform mediump vec3 uCustomPosition;",
- "",
+ "//@version 100",
+ " INPUT mediump vec2 vTexCoord;",
+ " UNIFORM sampler2D sTexture;",
+ " UNIFORM_BLOCK FragBlock",
+ " {",
+ " UNIFORM lowp vec4 uColor;",
+ " UNIFORM mediump vec3 uCustomPosition;",
+ " };",
" void main()",
" {",
- " if( texture2D( sTexture, vTexCoord ).a <= 0.0001 )",
+ " if( TEXTURE( sTexture, vTexCoord ).a <= 0.0001 )",
" {",
" discard;",
" }",
"",
" mediump vec2 wrapTexCoord = vec2( ( vTexCoord.x / 4.0 ) + ( uCustomPosition.x / 4.0 ) + ( uCustomPosition.z / 2.0 ), vTexCoord.y / 4.0 );",
- " mediump vec4 color = texture2D( sTexture, wrapTexCoord );",
+ " mediump vec4 color = TEXTURE( sTexture, wrapTexCoord );",
" mediump float positionWeight = ( uCustomPosition.y + 0.3 ) * color.r * 2.0;",
"",
" gl_FragColor = vec4( positionWeight, positionWeight, positionWeight, 0.9 ) * uColor + vec4( uColor.xyz, 0.0 );",
"shader":
{
"fragmentShader":[
- " varying mediump vec2 vTexCoord;",
- " uniform lowp vec4 uColor;",
- " uniform sampler2D sTexture;",
- " uniform mediump vec3 uCustomPosition;",
+ "//@version 100",
+ " INPUT mediump vec2 vTexCoord;",
+ " UNIFORM sampler2D sTexture;",
+ " UNIFORM_BLOCK FragBlock",
+ " {",
+ " UNIFORM lowp vec4 uColor;",
+ " UNIFORM mediump vec3 uCustomPosition;",
+ " };",
"",
" void main()",
" {",
- " if( texture2D( sTexture, vTexCoord ).a <= 0.0001 )",
+ " if( TEXTURE( sTexture, vTexCoord ).a <= 0.0001 )",
" {",
" discard;",
" }",
"",
" mediump vec2 wrapTexCoord = vec2( ( vTexCoord.x / 4.0 ) + ( uCustomPosition.x / 4.0 ) + ( uCustomPosition.z / 2.0 ), vTexCoord.y / 4.0 );",
- " mediump vec4 color = texture2D( sTexture, wrapTexCoord );",
+ " mediump vec4 color = TEXTURE( sTexture, wrapTexCoord );",
" mediump float positionWeight = ( uCustomPosition.y + 0.3 ) * color.r * 2.0;",
"",
" gl_FragColor = vec4( positionWeight, positionWeight, positionWeight, 0.9 ) * uColor + vec4( uColor.xyz, 0.0 );",