<?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?>

<glsl_hacker>
	
  <window name="win3d01" title="Bullet3 Physics (OpenGL ES 2.0)" 
          width="1280" height="720" 
          gl_version_major="2" gl_version_minor="0" />
  
  
	<script name="init_scene" run_mode="INIT" filename="init.lua" />
  
	<script name="update_scene" run_mode="FRAME" filename="frame.lua" livecoding="1" />


	

	<script name="resize_scene" run_mode="SIZE" >
		<raw_data><![CDATA[	

winW, winH = gh_window.getsize(0)

gx_camera.update_perspective(camera, 60, 1, 0, 0, winW, winH, 1, 1000)


gh_camera.update_ortho(camera_ortho, -winW/2, winW/2, -winH/2, winH/2, 1.0, 10.0)
gh_camera.set_viewport(camera_ortho, 0, 0, winW, winH)

		]]></raw_data>
	</script> 


	<script name="terminate_scene" run_mode="TERMINATE" >
		<raw_data><![CDATA[	

    
gh_bullet3.terminate()    
    
gh_imgui.terminate()

		]]></raw_data>
	</script> 







  <gpu_program name="texture_prog" >
    <raw_data_vs><![CDATA[	 
attribute vec4 gxl3d_Position;
attribute vec4 gxl3d_TexCoord0;
uniform vec4 uvtiling;    
uniform mat4 gxl3d_ModelViewProjectionMatrix;
varying vec4 v_uv;
void main()
{
  gl_Position = gxl3d_ModelViewProjectionMatrix * gxl3d_Position;
  v_uv = gxl3d_TexCoord0 * uvtiling;
}
  ]]></raw_data_vs>
    <raw_data_ps><![CDATA[	 
uniform sampler2D tex0;
varying highp vec4 v_uv;
void main()
{
  highp vec2 uv = v_uv.xy;
  uv.y *= -1.0;
  highp vec4 t = texture2D(tex0,uv).rgba;
  gl_FragColor = t;
}
    ]]></raw_data_ps>
  </gpu_program>
  




  
</glsl_hacker>
