1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
|
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);
|