Clean GLSL fragment shader out.

This commit is contained in:
LuisAntonRebollo 2014-11-30 22:56:30 +01:00
parent 87f34e3c4f
commit ed0febea39
135 changed files with 451 additions and 239 deletions

View file

@ -111,6 +111,8 @@ uniform vec4 rippleMagnitude;
uniform vec4 specularParams;
uniform mat4 modelMat;
out vec4 OUT_col;
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
@ -136,7 +138,7 @@ void main()
distortPos.xy += bumpNorm.xy * distortAmt;
#ifdef UNDERWATER
OUT_FragColor0 = hdrEncode( textureProj( refractBuff, distortPos ) );
OUT_col = hdrEncode( textureProj( refractBuff, distortPos ) );
#else
vec3 eyeVec = IN_objPos.xyz - eyePos;
@ -208,7 +210,7 @@ void main()
#endif
OUT_FragColor0 = OUT;
OUT_col = OUT;
#endif
}

View file

@ -145,6 +145,8 @@ uniform vec4 sunColor;
uniform float sunBrightness;
uniform float reflectivity;
out vec4 OUT_col;
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
@ -390,5 +392,5 @@ void main()
//return OUT;
OUT_FragColor0 = hdrEncode( OUT );
OUT_col = hdrEncode( OUT );
}