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Cleanup selection mesh code, add shaders for halo and selection boxes
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,4 @@ | ||
void main(void) | ||
{ | ||
gl_FragColor = gl_Color; | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,9 @@ | ||
uniform mat4 mWorldViewProj; | ||
|
||
void main(void) | ||
{ | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
gl_Position = mWorldViewProj * gl_Vertex; | ||
|
||
gl_FrontColor = gl_BackColor = gl_Color; | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,9 @@ | ||
uniform sampler2D baseTexture; | ||
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||
void main(void) | ||
{ | ||
vec2 uv = gl_TexCoord[0].st; | ||
vec4 color = texture2D(baseTexture, uv); | ||
color.rgb *= gl_Color.rgb; | ||
gl_FragColor = color; | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,9 @@ | ||
uniform mat4 mWorldViewProj; | ||
|
||
void main(void) | ||
{ | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
gl_Position = mWorldViewProj * gl_Vertex; | ||
|
||
gl_FrontColor = gl_BackColor = gl_Color; | ||
} |
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