#version 120
attribute vec4 vColor;
attribute float vSize;
attribute vec4 vPosition;
uniform mat4 projectionM = mat4(1.0);
uniform mat4 cameraM = mat4(1.0);
uniform mat4 worldM = mat4(1.0);
uniform mat4 modelM = mat4(1.0);
uniform mat4 objectM = mat4(1.0);
varying vec4 color;
uniform float time = 1;
void main() {
gl_Position = projectionM * cameraM * worldM
* modelM * objectM * vPosition;
color = vec4(vColor.rgb, 1.0);
return;
}
#version 120
varying vec4 color;
uniform float Ambient;
void main() {
gl_FragColor = min(color, vec4(1.0));
}
ShaderInfo shaders [] = {
{ GL_VERTEX_SHADER, "vertex.glsl"},
{ GL_FRAGMENT_SHADER, "fragment.glsl"},
{ GL_NONE, NULL}
};
switch (shaderScheme_G) {
case 1:
shaders[0].filename = "vertexA.glsl";
shaders[1].filename = "fragmentA.glsl";
break;
}