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-rw-r--r--src/shaders/world.frag29
1 files changed, 29 insertions, 0 deletions
diff --git a/src/shaders/world.frag b/src/shaders/world.frag
new file mode 100644
index 0000000..9cc1bc9
--- /dev/null
+++ b/src/shaders/world.frag
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+precision mediump float;
+varying vec2 textureuv; // uv
+varying float radius;
+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.);
+ vec4 raw = texture2D(textures,uv);
+ gl_FragColor = raw;
+ //gl_FragColor = texture2D(textures,uv);// + vec4(uv.xy / 4.,0.,1.);
+ //if(raw.r == 1.0 && raw.g == 1.0 && raw.b == 1.0){
+ //gl_FragColor = vec4(0.9058, 0.9215, 0.7725, 1);
+ //} else if(raw.r == 0.0 && raw.g == 0.0 && raw.b == 0.0){
+ //gl_FragColor = vec4(0.298, 0.267, 0.216, 1);
+ //} else {
+ //gl_FragColor = raw;
+ //}
+}
+ //gl_FragColor = vec4(gl_FragCoord.z, gl_FragCoord.z, gl_FragCoord.z, 1.);
+ //gl_FragColor = texture2D(textures,screen_intersection.xy);