1 | /******************************************************************************
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2 | Copyright (c) W.J. van der Laan
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3 |
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4 | Permission is hereby granted, free of charge, to any person obtaining a copy of
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5 | this software and associated documentation files (the "Software"), to deal in
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6 | the Software without restriction, including without limitation the rights to use,
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7 | copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
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8 | Software, and to permit persons to whom the Software is furnished to do so, subject
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9 | to the following conditions:
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10 |
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11 | The above copyright notice and this permission notice shall be included in all copies
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12 | or substantial portions of the Software.
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13 |
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14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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15 | INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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16 | PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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17 | HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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18 | OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
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19 | SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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20 | ******************************************************************************/
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21 | /** Deferred shading framework
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22 | // W.J. :wumpus: van der Laan 2005 //
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23 |
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24 | Post shader: Debug, show depth and specularity channel
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25 | */
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26 | uniform sampler2D tex0;
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27 | uniform sampler2D tex1;
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28 |
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29 | varying vec2 texCoord;
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30 | varying vec3 projCoord;
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31 |
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32 | void main()
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33 | {
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34 | vec4 a0 = texture2D(tex0, texCoord); // Attribute 0: Diffuse color+shininess
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35 | vec4 a1 = texture2D(tex1, texCoord); // Attribute 1: Normal+depth
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36 |
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37 | gl_FragColor=vec4(a0.w, 0, a1.w/1000.0, 0);
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38 | }
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39 |
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