#ifdef PK_VERTEX_SHADER uniform mat4 MatWVP; in vec3 InVertex; in vec4 InColor; in vec2 InTexcoord; out vec4 FragColor; out vec2 Texcoord; void main() { gl_Position = MatWVP * vec4(InVertex, 1); FragColor = InColor; Texcoord = InTexcoord; } #endif //------------------------------------------------ #ifdef PK_PIXEL_SHADER uniform sampler2D Texture; out vec4 OutFragColor; in vec4 FragColor; in vec2 Texcoord; uniform vec2 PK_UV_offset; void main() { vec2 UV = Texcoord + PK_UV_offset; vec4 color = FragColor * texture2D(Texture, UV); #ifdef ADDITIVE_ALPHA color *= color.w; color.w = 0.f; #endif #ifdef ADDITIVE_NOALPHA color.w = 0.f; #endif OutFragColor = color; } #endif