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@@ -81,12 +81,13 @@ static char const *fragmentshader = |
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"void main()\n" |
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"void main()\n" |
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"{\n" |
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"{\n" |
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#if defined HAVE_GLES_2X |
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#if defined HAVE_GLES_2X |
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" gl_FragColor = texture2D(in_Texture, pass_TexCoord);\n" |
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//" gl_FragColor = vec4(0.5, 1.0, 0.0, 0.5);\n" |
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//" gl_FragColor = vec4(pass_TexCoord * 4.0, 0.0, 0.25);\n" |
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" vec4 col = texture2D(in_Texture, pass_TexCoord);\n" |
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//" vec4 col = vec4(0.5, 1.0, 0.0, 0.5);\n" |
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//" vec4 col = vec4(pass_TexCoord * 4.0, 0.0, 0.25);\n" |
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#else |
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#else |
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" vec4 col = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" |
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" vec4 col = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" |
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#if 0 |
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#endif |
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#if 1 |
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" float mul = 2.0;\n" |
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" float mul = 2.0;\n" |
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" float dx1 = mod(gl_FragCoord.x, 2.0);\n" |
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" float dx1 = mod(gl_FragCoord.x, 2.0);\n" |
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" float dy1 = mod(gl_FragCoord.y, 2.0);\n" |
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" float dy1 = mod(gl_FragCoord.y, 2.0);\n" |
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@@ -109,7 +110,6 @@ static char const *fragmentshader = |
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" col.z = (floor(col.z * mul) + fracz) / mul;\n" |
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" col.z = (floor(col.z * mul) + fracz) / mul;\n" |
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#endif |
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#endif |
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" gl_FragColor = col;\n" |
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" gl_FragColor = col;\n" |
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#endif |
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"}\n"; |
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"}\n"; |
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#endif |
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#endif |
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