local function on_post_process_vertex_shader_create() local vertexShader = {} table.insert(vertexShader, "#version 150") table.insert(vertexShader, "in vec4 aVtxPos;") table.insert(vertexShader, "in vec2 aTexCoord;") table.insert(vertexShader, "out vec2 vTexCoord;") table.insert(vertexShader, "void main() {") table.insert(vertexShader, "vTexCoord = aTexCoord;") table.insert(vertexShader, "gl_Position = aVtxPos;") table.insert(vertexShader, "}") return table.concat(vertexShader, "\n") end local function on_post_process_fragment_shader_create(cc) local fragmentShader = {} table.insert(fragmentShader, "#version 150") table.insert(fragmentShader, "uniform sampler2D uPassTex;") table.insert(fragmentShader, "in vec2 vTexCoord;") table.insert(fragmentShader, "out vec4 fragColor;") table.insert(fragmentShader, "void main() {") table.insert(fragmentShader, "fragColor = texture(uPassTex, vTexCoord);") table.insert(fragmentShader, "}") return table.concat(fragmentShader, "\n") end hook_event(HOOK_ON_POST_PROCESS_VERTEX_SHADER_CREATE, on_post_process_vertex_shader_create) hook_event(HOOK_ON_POST_PROCESS_FRAGMENT_SHADER_CREATE, on_post_process_fragment_shader_create)