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/*
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
*/
#ifdef GL_ES
precision mediump float;
#endif
//
// wobble.frag: Fragment shader for wobbling a texture
//
// author: Antonio Tejada
//
//
varying vec3 Position;
varying float lightIntensity;
/* Constants */
uniform sampler2D sampler2d; // value of sampler2d = 0
varying vec4 gtf_TexCoord[1];
void main (void)
{
vec3 lightColor = vec3(texture2D(sampler2d, vec2(gtf_TexCoord[0]))) * lightIntensity;
vec3 ct = clamp(lightColor, 0.0, 1.0);
gl_FragColor = vec4 (ct, 1.0);
}