public override void main() { gl_Position = vec4(in_Position, 1.0f);//projectionMatrix*viewMatrix*modelMatrix*new vec4() pass_UV = in_UV; }
protected vec4 texture(sampler2D texture, vec2 uv) { throw new NotNeedToImplementException(); }
internal vec3(vec2 xy, float z) { this.a0 = xy.x; this.a1 = xy.y; this.a2 = z; }
protected vec4 vec4(vec2 v2, float v3, float v4) { throw new NotNeedToImplementException(); }
protected vec4 vec4(float v1, float v2, vec2 v4) { throw new NotNeedToImplementException(); }
protected vec3 vec3(float v1, vec2 v2) { throw new NotNeedToImplementException(); }
protected vec2 vec2(vec2 v1) { throw new NotNeedToImplementException(); }
internal float dot(vec2 rhs) { var result = this.x * rhs.x + this.y * rhs.y; return(result); }
internal vec2(vec2 v) { this.a0 = v.x; this.a1 = v.y; }
internal mat2(vec2 a, vec2 b) { this.col0 = a; this.col1 = b; }