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| author | Simon Robertshaw <simon@hardwired.org.uk> | 2011-10-19 23:36:55 (GMT) |
|---|---|---|
| committer | Simon Robertshaw <simon@hardwired.org.uk> | 2011-10-19 23:36:55 (GMT) |
| commit | d156beab7d54d5b87671988f0cb9277753e78e92 (patch) | |
| tree | 41a414ae7fc3c2a8dfac8444f8b0c0383f5785f5 | |
| parent | a7ab414ae12ec4ebd50a1ca3c70d2b5a2d195929 (diff) | |
| download | powder-d156beab7d54d5b87671988f0cb9277753e78e92.zip powder-d156beab7d54d5b87671988f0cb9277753e78e92.tar.gz | |
Clean up shader files
| -rw-r--r-- | build/test.frag | 10 | ||||
| -rw-r--r-- | build/test.vert | 12 |
2 files changed, 1 insertions, 21 deletions
diff --git a/build/test.frag b/build/test.frag index 5176ed2..0b7a0a8 100644 --- a/build/test.frag +++ b/build/test.frag @@ -1,12 +1,4 @@ -uniform sampler2D fireAlpha; // the texture with the scene you want to blur -//varying vec2 vTexCoord; - -//precision mediump float; -//uniform sampler2D tex; -//varying float vAlpha; - -in vec2 gl_PointCoord; - +uniform sampler2D fireAlpha; void main () { vec4 texColor = texture2D(fireAlpha, gl_PointCoord); gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a); diff --git a/build/test.vert b/build/test.vert index e8a4c32..83fc56f 100644 --- a/build/test.vert +++ b/build/test.vert @@ -1,17 +1,5 @@ -varying vec2 vTexCoord; - -// remember that you should draw a screen aligned quad void main(void) { gl_Position = ftransform();; - - // Clean up inaccuracies - //vec2 Pos; - //Pos = sign(gl_Vertex.xy); - - //gl_Position = vec4(Pos, 0.0, 1.0); - // Image-space - //vTexCoord = gl_Vertex.xy * 0.1;//Pos * 0.1;// + 0.5; - //gl_Position = gl_Vertex; gl_FrontColor = gl_Color; } |
