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authorhwc4872012-06-28 11:44:15 -0700
committerhwc4872012-06-28 11:44:15 -0700
commit22cbc9644b79df60b3f6336f9563debd47fb3ea1 (patch)
treef32687a920a039e0f048fab74627e0dc4ad6a8f1 /assets/shaders/Pulse.frag.glsl
parent2ebf3e3ea24d0d580575dfa13d31588dac1de445 (diff)
downloadninja-22cbc9644b79df60b3f6336f9563debd47fb3ea1.tar.gz
Added capability to split a mesh into multiiple parts to avoid buffer overflow situations.
Diffstat (limited to 'assets/shaders/Pulse.frag.glsl')
-rw-r--r--assets/shaders/Pulse.frag.glsl1
1 files changed, 1 insertions, 0 deletions
diff --git a/assets/shaders/Pulse.frag.glsl b/assets/shaders/Pulse.frag.glsl
index 9aeb05c9..b717d359 100644
--- a/assets/shaders/Pulse.frag.glsl
+++ b/assets/shaders/Pulse.frag.glsl
@@ -22,6 +22,7 @@ void main(void)
22 float cLength = length(cPos); 22 float cLength = length(cPos);
23 23
24 vec2 uv = gl_FragCoord.xy/u_resolution.xy+(cPos/cLength)*sin(cLength/30.0-time*10.0)/25.0; 24 vec2 uv = gl_FragCoord.xy/u_resolution.xy+(cPos/cLength)*sin(cLength/30.0-time*10.0)/25.0;
25 uv.y = 1.0 - uv.y;
25 vec3 col = texture2D(u_tex0,uv).xyz*50.0/cLength; 26 vec3 col = texture2D(u_tex0,uv).xyz*50.0/cLength;
26 27
27 gl_FragColor = vec4(col,1.0); 28 gl_FragColor = vec4(col,1.0);