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/*
* Copyright (c) 2009 Nick Bowler
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is 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 Software.
*
* THE SOFTWARE IS 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
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
uniform vec4 args;
uniform sampler2D sampler;
void main()
{
vec4 secondary = texture2D(sampler, gl_TexCoord[0].st);
vec3 colour = args.rgb;
/* Removing the "if useSecondary" here (but keeping the
* multiplication) causes the shader to work.
* The failure does not depend on the value assigned to useSecondary.
*
* Making colour vec4 and doing vec4 multiplication also causes the
* shader to work.
*/
if (args.a != 0.0) {
colour *= secondary.rgb;
}
gl_FragColor = vec4(colour, 1);
}
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