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Cluster/clusterApp/Res/shader/prog_texture_complex.vp

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2026-04-17 18:22:45 +08:00
uniform mat4 u_mat4_mdv;
uniform mat4 u_mat4_prj;
uniform vec4 u_flt_mask_pos;
attribute vec3 a_v3_vtx;
//attribute vec2 a_v2_txc;
attribute float a_flt_alpha;
//varying vec2 v_v2_txc;
varying vec2 v_v2_txc_mask;
varying float v_flt_alpha;
void main()
{
vec4 vPosES = u_mat4_mdv * vec4(a_v3_vtx.x, a_v3_vtx.y, a_v3_vtx.z, 1.0);
//v_v2_txc = a_v2_txc;
gl_Position = u_mat4_prj * vPosES;
v_flt_alpha = a_flt_alpha;
v_v2_txc_mask.x = (a_v3_vtx.x-u_flt_mask_pos.x)/(u_flt_mask_pos.z-u_flt_mask_pos.x);
v_v2_txc_mask.y = (a_v3_vtx.y-u_flt_mask_pos.w)/(u_flt_mask_pos.y-u_flt_mask_pos.w);
}