#ifndef OUTFITS_H #define OUTFITS_H static const std::string glslAdvancedOutfitVertexShader = "\n\ attribute vec2 a_TexCoord;\n\ attribute vec2 a_Vertex;\n\ uniform mat3 u_TextureMatrix;\n\ varying vec2 v_TexCoord;\n\ varying vec2 v_TexCoord2;\n\ varying vec2 v_TexCoord3;\n\ uniform mat3 u_TransformMatrix;\n\ uniform mat3 u_ProjectionMatrix;\n\ uniform vec2 u_Offset;\n\ uniform vec2 u_Resolution;\n\ uniform float u_Depth;\n\ void main()\n\ {\n\ gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, u_Depth / 16384.0, 1.0);\n\ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;\n\ v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;\n\ v_TexCoord3 = (u_TextureMatrix * vec3(u_Resolution,1.0)).xy;\n\ }\n"; static const std::string glslAdvancedOutfitFragmentShader = "\n\ uniform float u_Depth;\n\ uniform mat4 u_Color;\n\ varying vec2 v_TexCoord;\n\ varying vec2 v_TexCoord2;\n\ uniform sampler2D u_Tex0;\n\ uniform sampler2D u_Tex1;\n\ void main()\n\ {\n\ gl_FragColor = texture2D(u_Tex0, v_TexCoord);\n\ if(texture2D(u_Tex0, v_TexCoord2).a > 0.01)\n\ gl_FragColor *= vec4(1.0, 1.0, 0.0, 1.0);\n\ if(gl_FragColor.a < 0.01) discard;\n\ }\n"; #endif