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Fix ellipsoids in simulation
[clouds.git]
/
billboardfrag.glsl
diff --git
a/billboardfrag.glsl
b/billboardfrag.glsl
index 2349e4dfef4610558042a9f6b8315e1ac217800a..16e074e616aae9ea8101b38a11564982e249c894 100644
(file)
--- a/
billboardfrag.glsl
+++ b/
billboardfrag.glsl
@@
-4,9
+4,15
@@
uniform sampler2D tex;
in vec2 texCoord;
out vec4 FragColor;
uniform bool modulate;
in vec2 texCoord;
out vec4 FragColor;
uniform bool modulate;
+uniform bool debug;
+uniform float debugVal;
void main() {
void main() {
+ if (debug) {
+ FragColor = mix(vec4(1, 1, 1, 1), vec4(1, 0, 0, 1), debugVal);
+ return;
+ }
// Cf = color from fragment, Ct = color from texture
// Cf = color from fragment, Ct = color from texture
- // Cc = color from texture environment
(?) assume to be 0?
+ // Cc = color from texture environment
-- not set, defaults to (0,0,0,0)
// Af = alpha from fragment, At = alpha from texture
// C = output color, A = output alpha
float f = texture(tex, texCoord).r;
// Af = alpha from fragment, At = alpha from texture
// C = output color, A = output alpha
float f = texture(tex, texCoord).r;