#pragma tdm_define "UNIFORM_TRANSFORMS" #pragma tdm_define "VERTEX_SHADER" uniform mat4 u_textureMatrix; #ifdef UNIFORM_TRANSFORMS uniform block { uniform mat4 u_projectionMatrix; }; // uniform mat4 u_projectionMatrix; uniform mat4 u_modelViewMatrix; vec4 tdm_transform(vec4 position) { return u_projectionMatrix * (u_modelViewMatrix * position); } #define INATTR_POSITION in vec4 attr_Position; #else #if __VERSION__ >= 140 #extension GL_ARB_compatibility: enable #endif mat4 u_projectionMatrix = gl_ProjectionMatrix; mat4 u_modelViewMatrix = gl_ModelViewMatrix; #ifdef VERTEX_SHADER vec4 tdm_transform(vec4 position) { return ftransform(); } #endif #define INATTR_POSITION vec4 attr_Position = gl_Vertex; #endif