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);