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precision mediump float;
varying vec2 textureuv; // uv
uniform sampler2D textures;
uniform sampler2D emissives;
uniform sampler2D normals;
varying mat3 light1; // position, color, intensity-fadetime-?
uniform float time;
varying vec4 v_color;
void main() {
vec2 uv = textureuv;
//vec2 uv = gl_FragCoord.xy;
//vec3 view_origin = vec3(0., 0., -3.);
//vec3 view_direction = vec3(uv, 3);
//vec3 screen_intersection = vec3(uv.x, uv.y, 0.);
gl_FragColor = texture2D(textures,uv);// + vec4(uv.xy / 4.,0.,1.);
//gl_FragColor = texture2D(textures,screen_intersection.xy);
}
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