"uniform float uTexCoordWeight;\n"
"#endif //VERTEX_TEXCOORD_BLEND\n"
"#ifdef NEED_TEX_COORD\n"
- "varying vec2 vTexCoord;\n"
- "#endif //TEX_COORD\n"
+ "varying vec2 vTexCoord;\n"
+ "#endif //NEED_TEX_COORD\n"
"#endif //ALPHA_TEST_ENABLED\n"
"void main()\n"
"{\n"
"#endif // VERTEX_POSITION\n"
"#endif //VERTEX_POSITION_BLEND\n"
"#ifdef ALPHA_TEST_ENABLED\n"
- "#ifdef VERTEX_TEXCOORD_BLEND\n"
+ " #ifdef VERTEX_TEXCOORD_BLEND\n"
" vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
" aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
"#else\n"
uniform mat4 uMatrixMvp;
-#ifdef VERTEX_POSITION
-attribute vec4 aPosition0;
-#endif //VERTEX_POSITION
-
-#ifdef VERTEX_POSITION_BLEND
-attribute vec4 aPosition1;
-uniform float uPositionWeight;
-#endif //VERTEX_POSITION_BLEND
+VERTEX_SHADER_USE_POSITION
#ifdef ALPHA_TEST_ENABLED
-
-#ifdef VERTEX_TEXCOORD
-attribute vec4 aTexCoord0;
-#endif //VERTEX_TEXCOORD
-
-#ifdef VERTEX_TEXCOORD_BLEND
-attribute vec4 aTexCoord1;
-uniform float uTexCoordWeight;
-#endif //VERTEX_TEXCOORD_BLEND
-
-#ifdef NEED_TEX_COORD
-varying vec2 vTexCoord;
-#endif //TEX_COORD
-
+VERTEX_SHADER_USE_TEXCOORD
+VERTEX_SHADER_NEED_TEX_COORD
#endif //ALPHA_TEST_ENABLED
void main()
{
-#ifdef VERTEX_POSITION_BLEND
- vec4 position = aPosition0 * uPositionWeight +
- aPosition1 * (1.0 - uPositionWeight);
- position = vec4(position.xyz, 1.0);
-#else
-
-#ifdef VERTEX_POSITION
- vec4 position = vec4(aPosition0.xyz, 1.0);
-#endif // VERTEX_POSITION
-
-#endif //VERTEX_POSITION_BLEND
+VERTEX_SHADER_POSITION
#ifdef ALPHA_TEST_ENABLED
-
-#ifdef VERTEX_TEXCOORD_BLEND
- vTexCoord = aTexCoord0.st * uTexCoordWeight +
- aTexCoord1.st * (1.0 - uTexCoordWeight);
-#else
-
-#ifdef VERTEX_TEXCOORD
- vTexCoord = aTexCoord0.st;
-#endif //VERTEX_TEXCOORD
-
-#endif //VERTEX_TEXCOORD_BLEND
-
+ VERTEX_SHADER_TEXCOORD
#endif //ALPHA_TEST_ENABLED
gl_Position = uMatrixMvp * position;