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@prespondek
Last active August 29, 2015 14:19
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attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec2 a_texCoord1;
varying vec2 v_texture_coord;
varying vec2 v_texture_coord1;
void main(void)
{
gl_Position = CC_MVPMatrix * a_position;
v_texture_coord.x = a_texCoord.x;
v_texture_coord.y = (1.0 - a_texCoord.y);
v_texture_coord1.x = a_texCoord1.x;
v_texture_coord1.y = (1.0 - a_texCoord.y);
}
#ifdef GL_ES
varying mediump vec2 v_texture_coord;
varying mediump vec2 v_texture_coord1;
#else
varying vec2 v_texture_coord;
varying vec2 v_texture_coord1;
#endif
uniform sampler2D lightmap;
void main(void)
{
gl_FragColor = texture2D(CC_Texture0, v_texture_coord) * (texture2D(lightmap, v_texture_coord1) * 2.0);
}
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