| uniform sampler2D diffuseTex; | |
| uniform int uIsCurve; | |
| varying vec3 normal; | |
| varying vec2 texcoord; | |
| void main(void) | |
| { | |
| //gl_FragColor = vec4(0.5 * normalize(normal) + 0.5, 1.0); | |
| //gl_FragColor = vec4(texcoord, 0.0, 1.0); | |
| if (uIsCurve > 0) { | |
| gl_FragColor = texture2D(diffuseTex, texcoord); | |
| } else { | |
| gl_FragColor = vec4(0.5 * normalize(normal) + 0.5, 1.0); | |
| } | |
| } |