/* 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 // // wobble.frag: Fragment shader for wobbling a texture // // author: Antonio Tejada // // varying vec3 Position; varying float lightIntensity; /* Constants */ uniform sampler2D sampler2d; // value of sampler2d = 0 varying vec4 gtf_TexCoord[1]; void main (void) { vec3 lightColor = vec3(texture2D(sampler2d, vec2(gtf_TexCoord[0]))) * lightIntensity; vec3 ct = clamp(lightColor, 0.0, 1.0); gl_FragColor = vec4 (ct, 1.0); }