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authorMika Salmela <mika.salmela@digia.com>2014-09-03 15:00:07 +0300
committerMika Salmela <mika.salmela@digia.com>2014-09-04 11:20:14 +0300
commit18413de96ea907ea5c7defdcb40248fdfbaa4de7 (patch)
tree09910eefb5658556e1ddc97c1b8551b8e3248ef7 /src/datavisualization/engine/shaders
parent28777a99f79bc9db1a28e1b93080b005be03353b (diff)
ES2 gradient support for static optimization
Change-Id: I3d5d5d006a26225a3a7ab5795fceb97630db0011 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/engine/shaders')
-rw-r--r--src/datavisualization/engine/shaders/point_ES2_UV.vert12
1 files changed, 12 insertions, 0 deletions
diff --git a/src/datavisualization/engine/shaders/point_ES2_UV.vert b/src/datavisualization/engine/shaders/point_ES2_UV.vert
new file mode 100644
index 00000000..f181db4f
--- /dev/null
+++ b/src/datavisualization/engine/shaders/point_ES2_UV.vert
@@ -0,0 +1,12 @@
+uniform highp mat4 MVP;
+
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+
+varying highp vec2 UV;
+
+void main() {
+ gl_PointSize = 5.0;
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ UV = vertexUV;
+}