local num = shaderCompile(
[[#ifdef GL_ES
precision lowp float;
precision lowp int;
#endif
varying vec2 texcoord;
uniform mat4 mvp_mat;
attribute vec2 position;
attribute vec2 uv;
uniform int pass;
void main ()
{
vec4 pos = mvp_mat * vec4(position.x,position.y,0.0,1.0);
pos.x*=0.5 + pos.y*0.1;
pos.y*=0.5 + pos.x*0.1;
gl_Position = pos;
texcoord = uv;
}]],
[[#ifdef GL_ES
precision highp float;
precision lowp int;
#endif
uniform sampler2D composite;
varying vec2 texcoord;
void main() {
gl_FragColor = texture2D(composite, texcoord.st);
}
]])
shaderSetOptions({{shader = num, comp_dst=5, comp_src=4 }}, 1)
Objects.Objekt0.ShaderSet = 1