pxmlw6n2f/Gazebo_Distributed_MPI/media/materials/programs/OculusDistortionFragment.glsl

15 lines
423 B
GLSL

uniform sampler2D diffuseMap;
void main(void)
{
float red = texture2D(diffuseMap, gl_TexCoord[0].xy).r;
float green = texture2D(diffuseMap, gl_TexCoord[1].xy).g;
float blue = texture2D(diffuseMap, gl_TexCoord[2].xy).b;
gl_FragColor = vec4( red, green, blue, 1.0 )*gl_Color;
//gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);//vec4( red, green, blue, 1.0 );
//gl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 );
}