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); | |
} | |
} |