<@include gpu/Config.slh@><$VERSION_HEADER$>// Generated on <$_SCRIBE_DATE$>// standardDrawTexture.frag// fragment shader//// Created by Sam Gateau on 6/10/15.// Copyright 2015 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//<@include gpu/ShaderConstants.h@>// the textureTEXTURE(0, sampler2D, colorMap);INPUT(GPU_ATTR_POSITION, vec3, varPosition);INPUT(GPU_ATTR_NORMAL, vec3, varNormal);INPUT(GPU_ATTR_TEXCOORD0, vec2, varTexCoord0);INPUT(GPU_ATTR_COLOR, vec4, varColor);OUTPUT(0, vec4, outFragColor);void main(void) { vec4 color = texture(colorMap, varTexCoord0); outFragColor = color * varColor;}
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// standardDrawTexture.frag
// fragment shader
//
// Created by Sam Gateau on 6/10/15.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/ShaderConstants.h@>
// the texture
TEXTURE(0, sampler2D, colorMap);
INPUT(GPU_ATTR_POSITION, vec3, varPosition);
INPUT(GPU_ATTR_NORMAL, vec3, varNormal);
INPUT(GPU_ATTR_TEXCOORD0, vec2, varTexCoord0);
INPUT(GPU_ATTR_COLOR, vec4, varColor);
OUTPUT(0, vec4, outFragColor);
void main(void) {
vec4 color = texture(colorMap, varTexCoord0);
outFragColor = color * varColor;
}