28 lines
698 B
GLSL
28 lines
698 B
GLSL
uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform sampler2D tex3;
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uniform vec4 texSize;
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varying float tex;
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void main()
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{
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if ((gl_TexCoord[0].s < 0.0) || (gl_TexCoord[0].s > 1.0) ||
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(gl_TexCoord[0].t < 0.0) || (gl_TexCoord[0].t > 1.0))
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gl_FragColor = vec4(1,1,1,1);
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else
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{
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int int_tex = int(tex * 1000.0);
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if (int_tex == 0)
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//gl_FragColor=vec4(1,0,0,1);
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gl_FragColor = texture2D( tex1, gl_TexCoord[0].st);
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else
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if (int_tex == 1)
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//gl_FragColor=vec4(2,1,0,1);
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gl_FragColor = texture2D( tex2, gl_TexCoord[0].st);
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else
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//gl_FragColor=vec4(3,2,1,1);
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gl_FragColor = texture2D( tex3, gl_TexCoord[0].st);
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}
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}
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