6 float4 position : POSITION,
9 uniform float4x4 modelViewProj,
11 float4 texCoord : TEXCOORD0,
12 out float4 oPosition : POSITION,
13 out float4 oColor : COLOR,
14 out float2 otexCoord : TEXCOORD
17 oPosition = mul(modelViewProj, position);
33 float frame_direction;
37 output main_fragment(float2 texCoord : TEXCOORD0,
41 OUT.color = tex2D(decal, texCoord);
sampler2DBase< glm::vec4 > sampler2D
Definition: sampler.hpp:94
struct passwd out
Definition: missing_libc_functions.c:51
GLenum GLenum GLenum input
Definition: glext.h:9938
static const char * stock_hlsl_program
Definition: opaque.hlsl.d3d9.h:3
std::string output
Definition: Config.FromFile.cpp:44
GLuint color
Definition: glext.h:6883
#define CG(src)
Definition: shaders_common.h:9
Definition: glslang_tab.cpp:198
Definition: glslang_tab.cpp:197