mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-15 22:20:12 +00:00
38 lines
681 B
GLSL
38 lines
681 B
GLSL
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#version 330
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precision highp float;
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in Fragment
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{
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vec4 color;
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} fragment;
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in vec3 ambient;
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out vec4 color;
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void main_textured(void)
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{
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color = fragment.color;//texture2D(Diffuse,vert.texcoord);//fragment.color;
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}
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void main(void)
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{
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vec3 N;
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N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);
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float mag = dot(N.xy, N.xy);
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if (mag > 1.0) discard;
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vec4 texel = fragment.color;//vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
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vec3 ct;
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float at,af;
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af = 1.0;
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ct = texel.rgb;
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at = texel.a;
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vec3 lightDir= vec3(1,0,0);
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float diffuse = max(0.0, dot(lightDir, N));
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color = vec4(ct * diffuse, at * af);
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}
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