dungeon_crawler
annotate prototype/sdr/multi0.p.glsl @ 79:110b2af4b9d8
fixed the shader non-conformity by explicitly converting 2.2 to vec3 before passing it to pow for the texel inverse-gamma thing
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 27 Oct 2012 01:54:39 +0300 |
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rev | line source |
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nuclear@60 | 1 /* mutlipass renderer shader 0: RGB: position, A: shininess */ |
nuclear@60 | 2 |
nuclear@60 | 3 varying vec3 pos, norm, tang; |
nuclear@60 | 4 |
nuclear@60 | 5 void main() |
nuclear@60 | 6 { |
nuclear@60 | 7 gl_FragColor = vec4(pos, gl_FrontMaterial.shininess); |
nuclear@60 | 8 } |