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path: root/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);