uniform sampler2D samp2DArray[9]; uniform samplerCube sampCube; uniform sampler2D samp2D; uniform sampler2D samp2DA; uniform vec4 uFragmentColor; uniform mat4 uRotM; varying vec4 vTexCoord; varying vec4 vNormal; void main(void) { //gl_FragColor.xy = gl_FragCoord.xy / vec2(480, 800); //gl_FragColor.z = !gl_FrontFacing ? 1 : 0; //gl_FragColor += vec4(0,0,0,0); //gl_FragColor = vTexCoord.xyzw; //gl_FragColor = texture2D(samp2DArray[int(vTexCoord.z)], vTexCoord.xy); gl_FragColor = texture2D(samp2D, vTexCoord.xy); //gl_FragColor = textureCube(sampCube, vTexCoord.xyz); //gl_FragColor *= vNormal; //gl_FragColor = textureCube(samplercube, vNormal.xyz); //gl_FragColor.rgb = vec3(sin(gl_FragColor.r)); //gl_FragColor.a = 1; //gl_FragColor *= (vTexCoord.wwww - vTexCoord * vTexCoord); //* gl_FragColor -= vec4(0.5); gl_FragColor.a = 0.0; gl_FragColor = uRotM * gl_FragColor; gl_FragColor += vec4(0.5); //*/ //* float dot = dot(vNormal.xyz, vec3(-1.414213562373095, 0, -1.414213562373095)); gl_FragColor.rgb *= vec3(dot); //*/ //gl_FragColor.rgb += vNormal.xyz; //gl_FragColor = (gl_FragCoord / vec4(480, 800, 1, 1)); //gl_FragColor.r = gl_FrontFacing == true ? 1.0 : 0.0; //gl_FragColor.gb = gl_PointCoord; //gl_FragColor = vTexCoord; gl_FragColor.a = 1.0; }