Files
i-mic-fps/shaders/fragment/default.glsl

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396 B
GLSL

# version 330 core
in vec3 outPosition;
in vec3 outColor;
in vec4 outNormal;
in vec3 outUV;
in float outTextureID;
// optimizing compilers are annoying at this stage of my understanding of GLSL
vec4 lokiVar;
void main() {
lokiVar = vec4(outColor, 1.0) + outNormal + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
lokiVar = normalize(lokiVar);
gl_FragColor = vec4(outColor, 1.0);
}