Amend: Fixed precision issue with float comparison, made factory better synchronized. Change-Id: Ie72d8d26ca5dc5ee1a0b5c14ca726edbee3bc1a2 Former-commit-id: ae724ecce3d4c65f8845f3278f9b5eeb5b04908a
9 lines
No EOL
228 B
GLSL
9 lines
No EOL
228 B
GLSL
#include <coloring>
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uniform sampler2D rawTex;
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uniform ColorModifiers modifiers;
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void main(void) {
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vec4 textureColor = texture2D(rawTex, gl_TexCoord[0].st);
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gl_FragColor = applyColorModifiers(textureColor, modifiers);
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} |