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- #version 430
- layout (binding = 0) uniform sampler3D samp;
- in vec3 varTextureG;
- out vec4 color;
- void main(void) {
- //float f = texture(samp, varTexture).r;
- //float x = varTexture.x - int(varTexture.x);
- //float y = varTexture.y - int(varTexture.y);
- //float z = varTexture.z - int(varTexture.z);
- //color = vec4(x, y, z, 1.0);
- float f = texture(samp, varTextureG).r;
- color = vec4(f, f, f, 1.0);
- //color = vec4(1.0, 1.0, 0.0, 1.0);
- //color = vec4(varTexture, 0.0, 1.0);
- }
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