mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 13:50:04 +00:00
38 lines
681 B
Plaintext
38 lines
681 B
Plaintext
|
|
||
|
#version 330
|
||
|
precision highp float;
|
||
|
|
||
|
in Fragment
|
||
|
{
|
||
|
vec4 color;
|
||
|
} fragment;
|
||
|
|
||
|
|
||
|
in vec3 ambient;
|
||
|
|
||
|
out vec4 color;
|
||
|
|
||
|
void main_textured(void)
|
||
|
{
|
||
|
color = fragment.color;//texture2D(Diffuse,vert.texcoord);//fragment.color;
|
||
|
}
|
||
|
|
||
|
void main(void)
|
||
|
{
|
||
|
vec3 N;
|
||
|
N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);
|
||
|
float mag = dot(N.xy, N.xy);
|
||
|
if (mag > 1.0) discard;
|
||
|
vec4 texel = fragment.color;//vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
|
||
|
vec3 ct;
|
||
|
float at,af;
|
||
|
af = 1.0;
|
||
|
|
||
|
ct = texel.rgb;
|
||
|
at = texel.a;
|
||
|
|
||
|
vec3 lightDir= vec3(1,0,0);
|
||
|
float diffuse = max(0.0, dot(lightDir, N));
|
||
|
color = vec4(ct * diffuse, at * af);
|
||
|
}
|