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>
date Sat, 27 Oct 2012 01:54:39 +0300
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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 }