Ignore:
Timestamp:
Nov 19, 2012, 1:45:47 AM (10 years ago)
Author:
sam
Message:

neercs: do not pass the texture coordinates from the application to
the GL server; instead, simply deduce them from the vertex coordinates
and interpolate them in the fragment shader.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/tools/neercs/video/noise.lolfx

    r2003 r2092  
    55void main()
    66{
    7     gl_Position=gl_Vertex;
    8     gl_TexCoord[0]=gl_MultiTexCoord0;
     7    gl_Position = gl_Vertex;
    98}
    109
     
    2019uniform vec3 retrace;
    2120
    22 float rand(in vec2 p,in float t,in float v)
     21float rand(in vec2 p, in float t, in float v)
    2322{
    24     return fract(sin(dot(p+mod(t,1.0),vec2(12.9898,78.2333)))*v);
     23    return fract(sin(dot(p + mod(t, 1.0), vec2(12.9898, 78.2333))) * v);
    2524}
    2625
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