/* ** 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 // // wobble.frag: Fragment shader for wobbling a texture // // author: Antonio Tejada // // varying vec3 Position; varying float lightIntensity; /* Constants */ uniform sampler2D sampler2d; // value of sampler2d = 0 varying vec4 gtf_TexCoord[1]; void main (void) { vec3 lightColor = vec3(texture2D(sampler2d, vec2(gtf_TexCoord[0]))) * lightIntensity; vec3 ct = clamp(lightColor, 0.0, 1.0); gl_FragColor = vec4 (ct, 1.0); }