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4 years ago
Shader "QO/Sprite Sub" {
Properties {
_MainTex ("Base (RGBA)", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_UVWH ("UVWH", Vector) = (0,0,1,1)
}
SubShader {
LOD 200
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
Pass {
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
Blend SrcAlpha One
BlendOp RevSub
Program "vp" {
SubProgram "gles " {
"!!GLES
#ifdef VERTEX
varying lowp vec2 xlv_TEXCOORD0;
uniform highp vec4 _UVWH;
uniform highp mat4 glstate_matrix_mvp;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
lowp vec2 wh_1;
lowp vec2 uv_2;
lowp vec2 tmpvar_3;
highp vec2 tmpvar_4;
tmpvar_4 = _UVWH.xy;
uv_2 = tmpvar_4;
highp vec2 tmpvar_5;
tmpvar_5 = _UVWH.zw;
wh_1 = tmpvar_5;
highp vec2 tmpvar_6;
tmpvar_6 = ((_glesMultiTexCoord0.xy * wh_1) + uv_2);
tmpvar_3 = tmpvar_6;
gl_Position = (glstate_matrix_mvp * _glesVertex);
xlv_TEXCOORD0 = tmpvar_3;
}
#endif
#ifdef FRAGMENT
varying lowp vec2 xlv_TEXCOORD0;
uniform highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
mediump vec4 tmpvar_1;
mediump vec4 texcol_2;
lowp vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0);
texcol_2 = tmpvar_3;
tmpvar_1 = (texcol_2 * _Color);
gl_FragData[0] = tmpvar_1;
}
#endif"
}
}
Program "fp" {
SubProgram "gles " {
"!!GLES"
}
}
}
}
Fallback "Diffuse"
}