17 lines
392 B
GLSL
17 lines
392 B
GLSL
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uniform sampler2D diffuseTex;
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uniform int uIsCurve;
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varying vec3 normal;
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varying vec2 texcoord;
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void main(void)
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{
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//gl_FragColor = vec4(0.5 * normalize(normal) + 0.5, 1.0);
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//gl_FragColor = vec4(texcoord, 0.0, 1.0);
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if (uIsCurve > 0) {
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gl_FragColor = texture2D(diffuseTex, texcoord);
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} else {
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gl_FragColor = vec4(0.5 * normalize(normal) + 0.5, 1.0);
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}
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}
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