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//
// Fragment shader for testing the discard command
//
// Author: Randi Rost
//
// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
varying vec3 DiffuseColor;
varying vec3 SpecularColor;
uniform vec2 Scale;
uniform vec2 Threshold;
uniform vec3 SurfaceColor;
void main (void)
{
float ss = fract(gl_TexCoord[0].s * Scale.s);
float tt = fract(gl_TexCoord[0].t * Scale.t);
if ((ss > Threshold.s) && (tt > Threshold.t)) discard;
vec3 finalColor = SurfaceColor * DiffuseColor + SpecularColor;
gl_FragColor = vec4 (finalColor, 1.0);
}
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