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fgdata/Shaders/terrain-nocolor.frag
Tim Moore d27174028e shader optimizations
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.
2010-08-14 00:13:16 +02:00

15 lines
251 B
C++

// -*-C++-*-
uniform sampler2D texture;
void main()
{
vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
vec4 texel;
vec4 fragColor;
texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel;
gl_FragColor = fragColor;
}