/* Copyright (c) 2019 The Khronos Group Inc. Use of this source code is governed by an MIT-style license that can be found in the LICENSE.txt file. */ #ifdef GL_ES precision mediump float; #endif // // vec3arrayindirect_frag.frag: Fragment shader solid color // The vec3 values are determined at runtime. // // uniform vec3 lightPosition[2]; varying vec4 color; void main(void) { int i; gl_FragColor = vec4(0.0); /* // No indirect indexing in fragment shaders for (i = 0; i < 2; i++) { gl_FragColor += vec4(lightPosition[i], 0.0); } */ gl_FragColor += vec4(lightPosition[0], 0.0); gl_FragColor += vec4(lightPosition[1], 0.0); gl_FragColor /= 2.0; }