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- #extension GL_EXT_gpu_shader4 : require
- #extension GL_EXT_geometry_shader4 : enable
- #extension GL_EXT_texture_integer : enable
- uniform int depth;
- varying float sphIndex;
- uniform sampler3D tex;
- uniform isampler3D texIndex;
- uniform isampler2D texIndexStartPoint;
- void main()
- {
- ivec2 vertCoord;
- vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
- vec4 lastColor;
- vertCoord.s = (int)(gl_TexCoord[0].s*300.0);
- vertCoord.t = (int)(gl_TexCoord[0].t*300.0);
- vec4 startPointValuev4 = texelFetch(texIndexStartPoint, vertCoord, 0);
- int startPointValue = (int)startPointValuev4.r;
- if(startPointValue*1.0 == (19049758.0+0.5) ) color = vec4(0.0, 0.0, 1.0, 1.0);
- gl_FragColor = color;
- }
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