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frameworks_base/libs/rs/java/Samples/res/raw/shaderf.glsl
Alex Sakhartchouk c984dd73c6 Shader changes to allow for more flexible constant binding.
Change-Id: Ic66e6e2a371c6e3d5dce1b00f63acab8c09bd110
2010-09-14 09:50:43 -07:00

17 lines
506 B
GLSL

varying lowp float light0_Diffuse;
varying lowp float light0_Specular;
varying lowp float light1_Diffuse;
varying lowp float light1_Specular;
varying vec2 varTex0;
void main() {
vec2 t0 = varTex0.xy;
lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor + light1_Diffuse * UNI_light1_DiffuseColor);
col.xyz += light0_Specular * UNI_light0_SpecularColor;
col.xyz += light1_Specular * UNI_light1_SpecularColor;
gl_FragColor = col;
}