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- Mesa: info: GLSL source for fragment shader 210:
- Mesa: info: uniform mat4 CC_PMatrix;
- uniform mat4 CC_MultiViewPMatrix[4];
- uniform mat4 CC_MVMatrix;
- uniform mat4 CC_MVPMatrix;
- uniform mat4 CC_MultiViewMVPMatrix[4];
- uniform mat3 CC_NormalMatrix;
- uniform vec4 CC_Time;
- uniform vec4 CC_SinTime;
- uniform vec4 CC_CosTime;
- uniform vec4 CC_Random01;
- uniform sampler2D CC_Texture0;
- uniform sampler2D CC_Texture1;
- uniform sampler2D CC_Texture2;
- uniform sampler2D CC_Texture3;
- //CC INCLUDES END
- #ifdef GL_ES
- precision lowp float;
- #endif
- varying vec4 v_fragmentColor;
- varying vec2 v_texCoord;
- uniform sampler2D u_texture;
- uniform float Intensity;
- void main()
- {
- vec4 texColor = texture2D(CC_Texture0, v_texCoord);
- if ( texColor.a <= 0.0 )
- discard;
- texColor *= (1 - Intensity);
- gl_FragColor = texColor * v_fragmentColor;
- }
- Mesa: info: Info Log:
- 0:32(15): error: could not implicitly convert operands to arithmetic operator
- Mesa: info: GLSL source for fragment shader 213:
- Mesa: info: uniform mat4 CC_PMatrix;
- uniform mat4 CC_MultiViewPMatrix[4];
- uniform mat4 CC_MVMatrix;
- uniform mat4 CC_MVPMatrix;
- uniform mat4 CC_MultiViewMVPMatrix[4];
- uniform mat3 CC_NormalMatrix;
- uniform vec4 CC_Time;
- uniform vec4 CC_SinTime;
- uniform vec4 CC_CosTime;
- uniform vec4 CC_Random01;
- uniform sampler2D CC_Texture0;
- uniform sampler2D CC_Texture1;
- uniform sampler2D CC_Texture2;
- uniform sampler2D CC_Texture3;
- //CC INCLUDES END
- #ifdef GL_ES
- precision lowp float;
- #endif
- varying vec4 v_fragmentColor;
- varying vec2 v_texCoord;
- uniform sampler2D u_texture;
- uniform float Intensity;
- void main()
- {
- vec4 texColor = texture2D(CC_Texture0, v_texCoord);
- if ( texColor.a <= 0.0 )
- discard;
- texColor *= (1 - Intensity);
- gl_FragColor = texColor * v_fragmentColor;
- }
- Mesa: info: Info Log:
- 0:32(15): error: could not implicitly convert operands to arithmetic operator
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