29 lines
559 B
GLSL
29 lines
559 B
GLSL
#ifdef GLES
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precision highp float;
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#endif
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uniform mat4 u_mvp;
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uniform vec2 u_scale;
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attribute vec4 a_pos;
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varying vec2 v_st;
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varying vec2 v_st2;
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void
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main(){
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v_st = clamp(a_pos.xy, 0.0, 1.0) * (2.0 / u_scale.y);
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v_st2 = clamp(a_pos.xy, 0.0, 1.0) * (4.0 / u_scale.y);
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gl_Position = u_mvp * a_pos;
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}
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$$
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#ifdef GLES
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precision highp float;
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#endif
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uniform vec4 u_color;
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uniform sampler2D tex;
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uniform vec2 u_scale;
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varying vec2 v_st;
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varying vec2 v_st2;
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void
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main(){
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gl_FragColor = mix(texture2D(tex, v_st), texture2D(tex, v_st2), u_scale.x) * u_color;
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}
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