d27174028e
Use two-pass rendering for some shaders to reduce the cost of expensive shaders. Implement some material animations using a shader uniform. Eliminate use of gl_FrontFacing. It's too buggy on ATI/ Macintosh.
15 lines
251 B
C++
15 lines
251 B
C++
// -*-C++-*-
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uniform sampler2D texture;
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void main()
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{
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vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
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vec4 texel;
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vec4 fragColor;
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texel = texture2D(texture, gl_TexCoord[0].st);
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fragColor = color * texel;
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gl_FragColor = fragColor;
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}
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