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author | Matthias Schiffer <matthias@gamezock.de> | 2009-12-18 13:31:07 +0100 |
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committer | Matthias Schiffer <matthias@gamezock.de> | 2009-12-18 13:31:07 +0100 |
commit | 4e3efa239c9bcb5dd26b4ad9a4d43d4d6a266e6f (patch) | |
tree | e39e9698513687a3213ecae7eab942bce88b12d6 /shader/ambient.frag | |
parent | b3b74dc2afe4c67a6b74c2a681aa7bbad7077511 (diff) | |
download | zoom++-4e3efa239c9bcb5dd26b4ad9a4d43d4d6a266e6f.tar zoom++-4e3efa239c9bcb5dd26b4ad9a4d43d4d6a266e6f.zip |
Use multi-pass rendering with seperate ambient and light shaders
Diffstat (limited to 'shader/ambient.frag')
-rw-r--r-- | shader/ambient.frag | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/shader/ambient.frag b/shader/ambient.frag new file mode 100644 index 0000000..cef0a3b --- /dev/null +++ b/shader/ambient.frag @@ -0,0 +1,8 @@ +uniform sampler2D tex; + +varying vec4 ambient; + + +void main() { + gl_FragColor = ambient * texture2D(tex, gl_TexCoord[0].st); +} |