#if NEW_SHADER_INTERFACE #define I in #define O out #define V(x) x #else #define I attribute #define O varying #define V(x) vec3(x) #endif #ifdef GL_ES precision mediump float; #endif uniform vec2 u_screen_size; I vec2 a_pos; I vec4 a_srgba; // 0-255 sRGB I vec2 a_tc; O vec4 v_rgba_in_gamma; O vec2 v_tc; void main() { gl_Position = vec4( 2.0 * a_pos.x / u_screen_size.x - 1.0, 1.0 - 2.0 * a_pos.y / u_screen_size.y, 0.0, 1.0); v_rgba_in_gamma = a_srgba / 255.0; v_tc = a_tc; }