24 lines
475 B
GLSL
24 lines
475 B
GLSL
uniform sampler2D map;
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uniform float cameraIndex;
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uniform float numCameras;
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uniform mat4 c2wm;
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varying vec2 vUv;
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varying float paintfordiscard;
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void main() {
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vec4 color = texture2D( map, vUv*vec2(1.0/numCameras,(1.0/3.0))+vec2(cameraIndex/numCameras,0.0));
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// if (color.r < .2) { discard;}
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if (paintfordiscard == 1.0) {
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gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0);
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}
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else {
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gl_FragColor = vec4( color.r, color.g, color.b, 1.0);
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}
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} |