Corrected some issues on OpenGL ES

This commit is contained in:
raysan5 2016-07-12 01:54:47 +02:00
parent 22672bc738
commit 3876f19d6a
5 changed files with 13 additions and 12 deletions

View file

@ -8,14 +8,14 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord)*fragTintColor*fragColor;
vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
@ -18,7 +18,7 @@ const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0);
uniform vec2 center;
void main()
{
@ -39,7 +39,7 @@ void main()
}
tc += center;
vec3 color = texture2D(texture0, tc/texSize).rgb;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
gl_FragColor = vec4(color, 1.0);;
gl_FragColor = vec4(color.rgb, 1.0);;
}