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authorSimon 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)
commitd156beab7d54d5b87671988f0cb9277753e78e92 (patch)
tree41a414ae7fc3c2a8dfac8444f8b0c0383f5785f5 /build/test.frag
parenta7ab414ae12ec4ebd50a1ca3c70d2b5a2d195929 (diff)
downloadpowder-d156beab7d54d5b87671988f0cb9277753e78e92.zip
powder-d156beab7d54d5b87671988f0cb9277753e78e92.tar.gz
Clean up shader files
Diffstat (limited to 'build/test.frag')
-rw-r--r--build/test.frag10
1 files changed, 1 insertions, 9 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);