pxmlw6n2f/Gazebo_Distributed_TCP/media/materials/programs/laser_2nd_pass.frag

28 lines
698 B
GLSL

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