2016-03-02 17:09:16 +00:00
|
|
|
#version 310 es
|
|
|
|
precision mediump float;
|
|
|
|
precision highp int;
|
|
|
|
|
|
|
|
layout(location = 0) uniform mediump sampler2D samp;
|
|
|
|
|
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
layout(location = 2) in vec2 vUV;
|
|
|
|
layout(location = 1) in vec3 vNormal;
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
2016-03-12 13:17:19 +00:00
|
|
|
FragColor = vec4(texture(samp, vUV).xyz, 1.0);
|
|
|
|
FragColor = vec4(texture(samp, vUV).xz, 1.0, 4.0);
|
|
|
|
FragColor = vec4(texture(samp, vUV).xx, texture(samp, (vUV + vec2(0.100000001490116119384765625))).yy);
|
|
|
|
FragColor = vec4(vNormal, 1.0);
|
|
|
|
FragColor = vec4((vNormal + vec3(1.7999999523162841796875)), 1.0);
|
|
|
|
FragColor = vec4(vUV, (vUV + vec2(1.7999999523162841796875)));
|
2016-03-02 17:09:16 +00:00
|
|
|
}
|
|
|
|
|