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@@ -49,14 +49,14 @@
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uniform float attenuation;
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uniform vec3 color;
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- uniform sampler2D texture;
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+ uniform sampler2D colorTexture;
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varying vec2 vUv;
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varying float vAlpha;
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void main() {
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- vec4 textureColor = texture2D( texture, vUv );
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+ vec4 textureColor = texture2D( colorTexture, vUv );
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gl_FragColor = vec4( textureColor.rgb * color.rgb, textureColor.a * vAlpha );
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gl_FragColor.a *= pow( gl_FragCoord.z, attenuation );
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@@ -130,7 +130,7 @@
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value: new Color( 0xdadc9f )
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},
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// the visual representation of the ray highly depends on the used texture
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- texture: {
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+ colorTexture: {
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value: texture
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},
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// global time value for animation
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