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Revision d333eb6b

Added by Leszek Koltunski almost 8 years ago

Add license

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src/main/res/raw/main_fragment_shader.glsl
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                          //
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//                                                                                          //
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// This file is part of Distorted.                                                          //
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//                                                                                          //
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// Distorted is free software: you can redistribute it and/or modify                        //
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// it under the terms of the GNU General Public License as published by                     //
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// the Free Software Foundation, either version 2 of the License, or                        //
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// (at your option) any later version.                                                      //
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//                                                                                          //
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// Distorted is distributed in the hope that it will be useful,                             //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                           //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                            //
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// GNU General Public License for more details.                                             //
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//                                                                                          //
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// You should have received a copy of the GNU General Public License                        //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
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//////////////////////////////////////////////////////////////////////////////////////////////
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precision highp float;
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uniform sampler2D u_Texture;    // The input texture.
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uniform sampler2D u_Texture;            // The input texture.
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varying vec3 v_Position;		// Interpolated position for this fragment.
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varying vec4 v_Color;          	// This is the color from the vertex shader interpolated across the triangle per fragment.
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varying vec3 v_Normal;         	// Interpolated normal for this fragment.
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varying vec2 v_TexCoordinate;   // Interpolated texture coordinate per fragment.
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varying vec4 v_Color;                   // This is the color from the vertex shader interpolated across the triangle per fragment.
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varying vec3 v_Normal;                  // Interpolated normal for this fragment.
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varying vec2 v_TexCoordinate;           // Interpolated texture coordinate per fragment.
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uniform int fNumEffects;                // total number of fragment effects
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......
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#endif
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  gl_FragColor = (col * 0.5 * (v_Normal.z+1.0) * texture2D(u_Texture, tex));
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  }
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  }

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