/* ** Copyright (c) 2012 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ #ifdef GL_ES precision mediump float; #endif // // vec3arrayindirect_frag.frag: Fragment shader solid color // The vec3 values are determined at runtime. // // uniform vec3 lightPosition[2]; varying vec4 color; void main(void) { int i; gl_FragColor = vec4(0.0); /* // No indirect indexing in fragment shaders for (i = 0; i < 2; i++) { gl_FragColor += vec4(lightPosition[i], 0.0); } */ gl_FragColor += vec4(lightPosition[0], 0.0); gl_FragColor += vec4(lightPosition[1], 0.0); gl_FragColor /= 2.0; }