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| author | Simon Robertshaw <simon@hardwired.org.uk> | 2011-10-19 23:35:24 (GMT) |
|---|---|---|
| committer | Simon Robertshaw <simon@hardwired.org.uk> | 2011-10-19 23:35:24 (GMT) |
| commit | a7ab414ae12ec4ebd50a1ca3c70d2b5a2d195929 (patch) | |
| tree | 2f482e61943467b1e2f85aeac556b37aac8d4e2f /build/test.frag | |
| parent | 29efbcaa3a6d461dbe39b6e2fd8d29aeb537165b (diff) | |
| download | powder-a7ab414ae12ec4ebd50a1ca3c70d2b5a2d195929.zip powder-a7ab414ae12ec4ebd50a1ca3c70d2b5a2d195929.tar.gz | |
Missing shaders from previous commit
Diffstat (limited to 'build/test.frag')
| -rw-r--r-- | build/test.frag | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/build/test.frag b/build/test.frag new file mode 100644 index 0000000..5176ed2 --- /dev/null +++ b/build/test.frag @@ -0,0 +1,13 @@ +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; + +void main () { + vec4 texColor = texture2D(fireAlpha, gl_PointCoord); + gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a); +} |
