28 lines
654 B
GLSL
28 lines
654 B
GLSL
#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 vertexPos;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform vec4 colDiffuse;
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uniform float divider = 0.5;
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out vec4 finalColor;
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void main()
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{
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// // Texel color fetching from texture sampler
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vec4 texelColor0 = texture(texture0, fragTexCoord);
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// vec4 texelColor1 = texture(texture1, fragTexCoord);
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// float x = fract(fragTexCoord.s);
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// float final = smoothstep(divider - 0.1, divider + 0.1, x);
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finalColor = vec4(1, 1, 1, texelColor0.r);//xelColor0;//vec4(1, 1, 0.0, 1.0);
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}
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