Ignore:
Timestamp:
Jun 30, 2012, 5:25:38 PM (12 years ago)
Author:
Torben Dannhauer
Message:
 
File:
1 edited

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  • experimental/distortionNG/shaderIntensityMap.frag

    r363 r392  
    33varying vec2 texcoord_scene;
    44varying vec2 texcoord_intensityMap;
     5
     6varying vec2 texCoord;
    57
    68void main(void)
     
    911        vec4 blendColor;
    1012
    11         sceneColor = texture2DRect(sceneTexture, gl_FragCoord);
     13        //sceneColor = texture2DRect(sceneTexture, gl_FragCoord);
    1214        blendColor = texture2DRect(intensityMapTexture, gl_FragCoord);
    13         gl_FragColor = sceneColor * blendColor;
     15       
     16        //gl_FragColor = blendColor * texture2DRect( sceneTexture, texCoord*vec2(1920, 1200)) ;
     17        gl_FragColor = texture2DRect( sceneTexture, texCoord*vec2(1920, 1200)) ;
    1418}
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