gKit2 light
tuto5GL_multi.glsl
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1 
3 
4 #version 330
5 
6 #ifdef VERTEX_SHADER
7 in vec3 position;
8 in vec2 texcoord;
9 
10 uniform mat4 mvpMatrix;
11 
12 out vec2 vertex_texcoord;
13 
14 void main( )
15 {
16  gl_Position= mvpMatrix * vec4(position, 1);
17  vertex_texcoord= texcoord;
18 }
19 #endif
20 
21 
22 #ifdef FRAGMENT_SHADER
23 
24 in vec2 vertex_texcoord;
25 
26 uniform sampler2D base_texture;
27 uniform sampler2D detail_texture;
28 
29 out vec4 fragment_color;
30 
31 void main( )
32 {
33  vec4 color= texture(base_texture, vertex_texcoord);
34  color= color * 0.5 + texture(detail_texture, vertex_texcoord) * 0.5;
35 
36  fragment_color= color;
37 }
38 #endif
vecteur generique, utilitaire.
Definition: vec.h:131
vecteur generique, utilitaire.
Definition: vec.h:146
vecteur generique 4d, ou 3d homogene, utilitaire.
Definition: vec.h:168