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/*
** 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);
}
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