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uniform vec3 color = vec3(1.0, 1.0, 1.0);
layout(location = 2) uniform sampler2D textureData;
layout(location = 1) uniform float y_scale;
in vec2 interpolatedTextureCoordinates;
in float interpolated_frag_depth;
out vec4 fragmentColor;
void main() {
fragmentColor.rgb = color*texture(textureData, interpolatedTextureCoordinates).rgb;
fragmentColor.a = 1.0;
gl_FragDepth = -interpolated_frag_depth * y_scale;
}
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