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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 /build/test.frag | |
| parent | a7ab414ae12ec4ebd50a1ca3c70d2b5a2d195929 (diff) | |
| download | powder-d156beab7d54d5b87671988f0cb9277753e78e92.zip powder-d156beab7d54d5b87671988f0cb9277753e78e92.tar.gz | |
Clean up shader files
Diffstat (limited to 'build/test.frag')
| -rw-r--r-- | build/test.frag | 10 |
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); |
