in vec2 texCoord;
out vec4 FragColor;
uniform bool modulate;
+uniform bool debug;
+uniform float debugVal;
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
- // 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;