# vertex shader
vs = Shader('''
- VERT1.1
+ VERT
DCL IN[0], POSITION, CONSTANT
DCL IN[1], COLOR, CONSTANT
DCL OUT[0], POSITION, CONSTANT
# fragment shader
fs = Shader('''
- FRAG1.1
+ FRAG
DCL IN[0], COLOR, LINEAR
DCL OUT[0], COLOR, CONSTANT
0:MOV OUT[0], IN[0]
# vertex shader
vs = Shader('''
- VERT1.1
+ VERT
DCL IN[0], POSITION, CONSTANT
DCL IN[1], GENERIC, CONSTANT
DCL OUT[0], POSITION, CONSTANT
# fragment shader
fs = Shader('''
- FRAG1.1
+ FRAG
DCL IN[0], GENERIC[0], LINEAR
DCL OUT[0], COLOR, CONSTANT
DCL SAMP[0], CONSTANT
# vertex shader
vs = Shader('''
- VERT1.1
+ VERT
DCL IN[0], POSITION, CONSTANT
DCL IN[1], GENERIC, CONSTANT
DCL OUT[0], POSITION, CONSTANT
PIPE_TEXTURE_CUBE: "CUBE",
}[target]
fs = Shader('''
- FRAG1.1
+ FRAG
DCL IN[0], GENERIC[0], LINEAR
DCL OUT[0], COLOR, CONSTANT
DCL SAMP[0], CONSTANT
# vertex shader
vs = Shader('''
- VERT1.1
+ VERT
DCL IN[0], POSITION, CONSTANT
DCL IN[1], GENERIC, CONSTANT
DCL OUT[0], POSITION, CONSTANT
PIPE_TEXTURE_CUBE: "CUBE",
}[target]
fs = Shader('''
- FRAG1.1
+ FRAG
DCL IN[0], GENERIC[0], LINEAR
DCL SAMP[0], CONSTANT
DCL OUT[0].z, POSITION