31 lines
774 B
GLSL
31 lines
774 B
GLSL
uniform vec4 blackColor;
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uniform vec4 whiteColor;
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uniform int hasTexture0;
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uniform int debugShading;
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uniform int numTextureMaps;
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uniform sampler2D textures0;
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uniform sampler2D uvTestPattern;
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void main()
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{
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vec4 textureMap0 = vec4(1);
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if (numTextureMaps > 0)
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{
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if (hasTexture0 == 1)
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textureMap0 = texture2D(textures0, gl_TexCoord[0].st);;
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}
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if (debugShading == 0)
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{
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vec4 colorFrag = gl_Color * textureMap0;
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vec4 colorBlend = colorFrag * whiteColor;
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gl_FragColor = colorBlend;
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}
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if (debugShading == 1)
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gl_FragColor = vec4(textureMap0.rgb, 1);
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if (debugShading == 2)
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gl_FragColor = whiteColor;
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if (debugShading == 3)
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gl_FragColor = blackColor;
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if (debugShading == 4)
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gl_FragColor = texture2D(uvTestPattern, gl_TexCoord[0].st);
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} |