VSH代码:
attribute vec3 in_Position;
varying vec2 fragCoord;
void main() {
vec4 Position = vec4( in_Position, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * Position;
fragCoord = in_Position.xy;
}
FSH代码:
uniform float iGlobalTime;
uniform vec3 iResolution;
varying vec2 fragCoord;
void main(){
#define PSX_MODE
#ifdef PSX_MODE
#define INT_VERTICES
vec2 RESOLUTION = vec2(320.0, 240.0);
const float FPS = 25.0;
#else
#define BILINEAR
#define RESOLUTION iResolution.xy
const float FPS = 60.0;
#endif
}
// math
float _cross(vec2 a, vec2 b) {
return a.x * b.y - a.y * b.x;
}
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