dungeon_crawler

view prototype/sdr/multi0.p.glsl @ 65:fc2b3d06d07c

made the deferred renderer draw into a texture, so that I can reuse the depth buffer for geometric post effects (particles), and implement other per-pixel post effects eventually
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 02 Oct 2012 13:42:18 +0300
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1 /* mutlipass renderer shader 0: RGB: position, A: shininess */
3 varying vec3 pos, norm, tang;
5 void main()
6 {
7 gl_FragColor = vec4(pos, gl_FrontMaterial.shininess);
8 }