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