OpenGL ES 2.0 no longer supports any of the standard definitions like gl_ProjectionMatrix so AppGameKit defines some of its own. This will need some documentation but it's still in development. Here is a sample shader you can pull apart
Vertex:
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
varying vec2 uvVarying;
uniform vec4 uvBounds0; // to adjust for atlas sub images
uniform mat4 agk_WorldViewProj;
void main()
{
gl_Position = agk_WorldViewProj * vec4(position,1);
uvVarying = uv * uvBounds0.xy + uvBounds0.zw;
}
Fragment/Pixel:
uniform sampler2D texture0;
varying vec2 uvVarying;
uniform vec4 agk_ObjColor;
void main()
{
gl_FragColor = texture2D(texture0, uvVarying) * agk_ObjColor;
}
The constants/uniforms that AppGameKit will automatically fill out are
agk_World
agk_WorldNormal
agk_View
agk_Proj
agk_Ortho
agk_ViewProj
agk_WorldViewProj
agk_WorldOrtho
agk_ObjColor