# These shaders is in GLSL version 1.20 is because so they can work # right out of the box in macOS without having to force the OpenGL version # to 3.2 (gl-version 3 2). FRAG_SHADER = """ #version 120 varying vec2 texcoord; varying vec4 color; uniform sampler2D p3d_Texture0; void main() { gl_FragColor = color * texture2D(p3d_Texture0, texcoord); } """ VERT_SHADER = """ #version 120 attribute vec4 p3d_Vertex; // { vec2 pos, vec2 uv } attribute vec4 p3d_Color; varying vec2 texcoord; varying vec4 color; uniform mat4 p3d_ModelViewProjectionMatrix; void main() { texcoord = p3d_Vertex.zw; color = p3d_Color.bgra; gl_Position = p3d_ModelViewProjectionMatrix * vec4(p3d_Vertex.x, 0.0, -p3d_Vertex.y, 1.0); } """