<@include gpu/Config.slh@><$VERSION_HEADER$>// Generated on <$_SCRIBE_DATE$>//// unlit untextured vertex shader//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// <@include gpu/Inputs.slh@> <@include gpu/Color.slh@><@include gpu/Transform.slh@><$declareStandardTransform()$> <@include render-utils/ShaderConstants.h@> OUTPUT(RENDER_UTILS_ATTR_COLOR, vec4, _color); void main(void) { // pass along the color _color = color_sRGBAToLinear(inColor.rgba); TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>}<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// unlit untextured vertex shader
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Inputs.slh@>
<@include gpu/Color.slh@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include render-utils/ShaderConstants.h@>
OUTPUT(RENDER_UTILS_ATTR_COLOR, vec4, _color);
void main(void) {
// pass along the color
_color = color_sRGBAToLinear(inColor.rgba);
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
}