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- #version 330
- precision highp float;
- in Fragment
- {
- vec4 color;
- } fragment;
- in vec3 ambient;
- out vec4 color;
- void main_textured(void)
- {
- color = fragment.color;//texture2D(Diffuse,vert.texcoord);//fragment.color;
- }
- void main(void)
- {
- vec3 N;
- N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);
- float mag = dot(N.xy, N.xy);
- if (mag > 1.0) discard;
- vec4 texel = fragment.color;//vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
- vec3 ct;
- float at,af;
- af = 1.0;
-
- ct = texel.rgb;
- at = texel.a;
-
- vec3 lightDir= vec3(1,0,0);
- float diffuse = max(0.0, dot(lightDir, N));
- color = vec4(ct * diffuse, at * af);
- }
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