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glsl-syntax #15

Open vinjn opened 11 years ago

vinjn commented 11 years ago

glsl ref

uniform mat4 u_matViewProjection;
attribute vec4 a_position;
attribute vec2 a_texCoord0;
varying vec2 v_texCoord;

void main(void)
{
gl_Position = u_matViewProjection * a_position;
v_texCoord = a_texCoord0;
}
// Fragment shader
precision mediump float; 
varying vec2 v_texCoord; // Varying in fragment shader 
uniform sampler2D s_baseMap; 
uniform sampler2D s_lightMap; 

void main() 
{ 
vec4 baseColor; 
vec4 lightColor; 
baseColor = texture2D(s_baseMap, v_texCoord); 
lightColor = texture2D(s_lightMap, v_texCoord); 
gl_FragColor = baseColor * (lightColor + 0.25); 
}
vinjn commented 11 years ago

Built-in Variables

glsl hlsl
gl_ClipDistance SV_ClipDistance
gl_FragCoord [in]SV_Position
gl_FragDepth [out]SV_Depth
gl_FrontFacing SV_IsFrontFace
gl_GlobalInvocationID
gl_InstanceID [in]SV_InstanceID
gl_InvocationID
gl_Layer
gl_LocalInvocationID
gl_LocalInvocationIndex
gl_NumSamples
gl_NumWorkGroups
gl_PatchVerticesIn
gl_PointCoord
gl_PointSize
gl_Position [out]SV_Position
gl_PrimitiveID [in]SV_PrimitiveID
gl_PrimitiveIDIn
gl_SampleID [in]SV_SampleIndex
gl_SampleMask
gl_SampleMaskIn
gl_SamplePosition
gl_TessCoord
gl_TessLevelInner
gl_TessLevelOuter
gl_VertexID [in]SV_VertexID
gl_ViewportIndex
gl_WorkGroupID
gl_WorkGroupSize