vec4 vertexShader( in attr!(vec3, `positions`) inPos, in attr!(vec3, `texCoords`) inTC, out vec2 outTC) { static if (compute) { outTC = vec2(inTC.x, inTC.y); return comboMat.xform(vec4(inPos.x, inPos.y, inPos.z, 1)); } else return vec4.zero; } void pixelShader( in vec2 texCoord, out Color output) { static if (compute) { vec3ub tex = tex2Dlinear(0, texCoord); output.r = tex.r; output.g = tex.g; output.b = tex.b; }}