axmol/extensions/spine/shaders/spineTwoColorTint.vert

22 lines
340 B
GLSL

#version 310 es
in vec4 a_position;
in vec4 a_color;
in vec4 a_color2;
in vec2 a_texCoords;
out vec4 v_light;
out vec4 v_dark;
out vec2 v_texCoord;
layout(std140) uniform vs_ub {
mat4 u_PMatrix;
};
void main() {
v_light = a_color;
v_dark = a_color2;
v_texCoord = a_texCoords;
gl_Position = u_PMatrix * a_position;
}