#version 140 #pragma tdm_include "tdm_transform.glsl" INATTR_POSITION //in vec4 attr_Position; in vec2 attr_TexCoord; in vec4 attr_Color; uniform vec4 u_colorMul; uniform vec4 u_colorAdd; uniform float u_screenTex; out vec4 var_TexCoord0; out vec4 var_Color; void main() { gl_Position = tdm_transform(attr_Position); var_Color = attr_Color * u_colorMul + u_colorAdd; if (u_screenTex == 1.0) var_TexCoord0 = gl_Position; else var_TexCoord0 = u_textureMatrix * vec4(attr_TexCoord, 0, 1); }