Shader tm
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15
res/sh_Cursor.vertex
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15
res/sh_Cursor.vertex
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attribute vec4 m_Position;
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attribute vec2 m_TexCoord;
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attribute float m_Time;
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varying vec4 v_Color;
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varying vec2 v_TexCoord;
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uniform float g_FadeClock;
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void main(void)
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{
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gl_Position = m_Position;
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v_Color = vec4(1.0, 0.0, 0.0, 1.0);
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v_TexCoord = m_TexCoord;
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}
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13
res/sh_Texture.frag
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13
res/sh_Texture.frag
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_Color;
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varying vec2 v_TexCoord;
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uniform sampler2D m_Sampler;
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void main(void)
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);//v_Color * texture2D(m_Sampler, v_TexCoord);
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}
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