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using System;
using OpenTK.Graphics.OpenGL;
namespace go.GLBackend
{
public class TexturedShader : Shader
{
public TexturedShader ()
{
vertSource = @"
#version 130
precision highp float;
uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
in vec2 in_position;
in vec2 in_tex;
out vec2 texCoord;
void main(void)
{
texCoord = in_tex;
gl_Position = projection_matrix * modelview_matrix * vec4(in_position,0, 1);
}";
fragSource = @"
#version 130
precision highp float;
uniform vec4 color;
uniform sampler2D tex;
uniform sampler2D stencil;
in vec2 texCoord;
out vec4 out_frag_color;
void main(void)
{
// vec4 s = texture( stencil, texCoord);
// if (s.r == 0)
// discard;
vec4 t = texture( tex, texCoord);
out_frag_color = t;
}";
Compile ();
}
protected override void BindVertexAttributes ()
{
base.BindVertexAttributes ();
GL.BindAttribLocation(pgmId, 1, "in_tex");
}
protected override void BindSamplesSlots ()
{
GL.Uniform1(GL.GetUniformLocation (pgmId, "tex"),0);
GL.Uniform1(GL.GetUniformLocation (pgmId, "stencil"),1);
}
}
}
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