test shader
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a3d5fc12b1
commit
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precision highp float;
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void main() {
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vec4 myColor = vec4(1.0, 0.0, 0.0, 1.0);
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gl_FragColor = myColor;
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}
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precision highp float;
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attribute vec3 aPosition;
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// The transform of the object being drawn
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uniform mat4 uModelViewMatrix;
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// Transforms 3D coordinates to 2D screen coordinates
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uniform mat4 uProjectionMatrix;
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// A custom uniform with the time in milliseconds
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uniform float time;
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void main() {
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// Apply the camera transform
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vec4 viewModelPosition = uModelViewMatrix * vec4(aPosition, 1.0);
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// Use the time to adjust the position of the vertices
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viewModelPosition.x += 10.0 * sin(time * 0.01 + viewModelPosition.y * 0.1);
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// Tell WebGL where the vertex goes
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gl_Position = uProjectionMatrix * viewModelPosition;
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}
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