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-rw-r--r--shaders/tesseract/101.shader_test52
1 files changed, 52 insertions, 0 deletions
diff --git a/shaders/tesseract/101.shader_test b/shaders/tesseract/101.shader_test
new file mode 100644
index 0000000..a5b93a5
--- /dev/null
+++ b/shaders/tesseract/101.shader_test
@@ -0,0 +1,52 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec4 colorscale;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ color = vcolor * colorscale;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+#define gglow gl_FragData[1]
+uniform sampler2D tex0;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+
+ fragdata(1, gglow, vec4)
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle diffuse
+
+ diffuse *= color;
+ fragcolor = diffuse;
+
+ gglow.rgb = vec3(0.0);
+ gglow.a = diffuse.a;
+
+
+ }
+