Revision ff8ad0a7
Added by Leszek Koltunski almost 8 years ago
src/main/res/raw/main_fragment_shader.glsl | ||
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void main() |
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{ |
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vec2 tex = v_TexCoordinate; |
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vec4 col = vec4(1.0,1.0,1.0,1.0);
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vec4 col = texture2D(u_Texture, tex);
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#if NUM_FRAGMENT>0 |
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vec2 diff; |
... | ... | |
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else if( fType[i]==SMOOTH_SATURATION ) saturation( pointDegree ,2*i,col); |
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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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gl_FragColor = vec4(col.rgb * 0.5 * (v_Normal.z+1.0), col.a);
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} |
Also available in: Unified diff
Fix for Bug #16: When rotated at an angle, surfaces get increasingly transparent.
This also fixes the saturation, chroma, alpha + contrast effects, while completely breaking macroblocks :)