Revision d333eb6b
Added by Leszek Koltunski almost 8 years ago
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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