diff options
Diffstat (limited to 'examples/reflection-demo/shaders/reflection-tex.frag')
-rw-r--r-- | examples/reflection-demo/shaders/reflection-tex.frag | 29 |
1 files changed, 18 insertions, 11 deletions
diff --git a/examples/reflection-demo/shaders/reflection-tex.frag b/examples/reflection-demo/shaders/reflection-tex.frag index 8f792cc3..0d17642c 100644 --- a/examples/reflection-demo/shaders/reflection-tex.frag +++ b/examples/reflection-demo/shaders/reflection-tex.frag @@ -1,12 +1,19 @@ -uniform lowp vec4 uColor; -uniform sampler2D sTexture0; -uniform sampler2D sTexture1; -uniform mediump vec3 eyePos; -uniform mediump vec3 lightDir; -uniform mediump vec2 uScreenSize; -varying mediump vec3 vNormal; -varying mediump vec3 vPosition; -varying mediump vec2 vTexCoord; +//@version 100 + +UNIFORM sampler2D sTexture0; +UNIFORM sampler2D sTexture1; + +UNIFORM_BLOCK Custom +{ +UNIFORM lowp vec4 uColor; +UNIFORM mediump vec3 eyePos; +UNIFORM mediump vec3 lightDir; +UNIFORM mediump vec2 uScreenSize; +}; + +INPUT mediump vec3 vNormal; +INPUT mediump vec3 vPosition; +INPUT mediump vec2 vTexCoord; mediump float rand(mediump vec2 co) { @@ -22,6 +29,6 @@ void main() mediump float factor = gl_FragCoord.y / uScreenSize.y; mediump float intensity = max(dot(n,l), 0.0); mediump vec2 uv = tx; - gl_FragColor = ((texture2D(sTexture0, vTexCoord) * factor ) + - (texture2D(sTexture1, uv))) * intensity; + gl_FragColor = ((TEXTURE(sTexture0, vTexCoord) * factor ) + + (TEXTURE(sTexture1, uv))) * intensity; } |