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

18 lines
391 B
GLSL

#version 120
uniform sampler2D tex;
uniform float width;
uniform float height;
varying vec4 point;
void main()
{
//vec3 color = 255 * texture2D(tex, vec2(gl_FragCoord.s / width , gl_FragCoord.t / height)).xyz;
vec3 color = vec3(80, 0, 0);
// int rgb = int(color.r) << 16 | int(color.g) << 8 | int(color.b);
int rgb = 1;
gl_FragColor = vec4(point.x, -point.y, -point.z, rgb);
}