From a7ab414ae12ec4ebd50a1ca3c70d2b5a2d195929 Mon Sep 17 00:00:00 2001 From: Simon Robertshaw Date: Thu, 20 Oct 2011 00:35:24 +0100 Subject: [PATCH] Missing shaders from previous commit --- build/test.frag | 13 +++++++++++++ build/test.vert | 17 +++++++++++++++++ 2 files changed, 30 insertions(+) create mode 100644 build/test.frag create mode 100644 build/test.vert diff --git a/build/test.frag b/build/test.frag new file mode 100644 index 000000000..5176ed208 --- /dev/null +++ b/build/test.frag @@ -0,0 +1,13 @@ +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; + +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 new file mode 100644 index 000000000..e8a4c32c6 --- /dev/null +++ b/build/test.vert @@ -0,0 +1,17 @@ +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; +}