1 uniform sampler2D samp2DArray[9]; 2 uniform samplerCube sampCube; 3 uniform sampler2D samp2D; 4 uniform sampler2D samp2DA; 5 uniform vec4 uFragmentColor; 6 uniform mat4 uRotM; 7 8 varying vec4 vTexCoord; 9 varying vec4 vNormal; 10 11 void main(void) 12 { 13 //gl_FragColor.xy = gl_FragCoord.xy / vec2(480, 800); 14 //gl_FragColor.z = !gl_FrontFacing ? 1 : 0; 15 16 //gl_FragColor += vec4(0,0,0,0); 17 //gl_FragColor = vTexCoord.xyzw; 18 //gl_FragColor = texture2D(samp2DArray[int(vTexCoord.z)], vTexCoord.xy); 19 gl_FragColor = texture2D(samp2D, vTexCoord.xy); 20 //gl_FragColor = textureCube(sampCube, vTexCoord.xyz); 21 //gl_FragColor *= vNormal; 22 //gl_FragColor = textureCube(samplercube, vNormal.xyz); 23 //gl_FragColor.rgb = vec3(sin(gl_FragColor.r)); 24 //gl_FragColor.a = 1; 25 //gl_FragColor *= (vTexCoord.wwww - vTexCoord * vTexCoord); 26 27 //* 28 gl_FragColor -= vec4(0.5); 29 gl_FragColor.a = 0.0; 30 gl_FragColor = uRotM * gl_FragColor; 31 gl_FragColor += vec4(0.5); 32 //*/ 33 34 //* 35 float dot = dot(vNormal.xyz, vec3(-1.414213562373095, 0, -1.414213562373095)); 36 gl_FragColor.rgb *= vec3(dot); 37 //*/ 38 39 //gl_FragColor.rgb += vNormal.xyz; 40 //gl_FragColor = (gl_FragCoord / vec4(480, 800, 1, 1)); 41 //gl_FragColor.r = gl_FrontFacing == true ? 1.0 : 0.0; 42 //gl_FragColor.gb = gl_PointCoord; 43 //gl_FragColor = vTexCoord; 44 45 gl_FragColor.a = 1.0; 46 } 47