blob: 05d28ce75684b52a56c35c0ec6554c51b1a27a11 [file] [log] [blame] [edit]
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);
}
}