From d156beab7d54d5b87671988f0cb9277753e78e92 Mon Sep 17 00:00:00 2001 From: Simon Robertshaw Date: Thu, 20 Oct 2011 00:36:55 +0100 Subject: Clean up shader files 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; } -- cgit v0.9.2-21-gd62e