mirror of
https://github.com/a-b-street/abstreet.git
synced 2024-12-18 11:51:42 +03:00
33 lines
1.3 KiB
GLSL
33 lines
1.3 KiB
GLSL
#version 100
|
|
|
|
precision mediump float;
|
|
precision mediump sampler2D;
|
|
|
|
// (x offset, y offset, zoom)
|
|
uniform vec3 transform;
|
|
// (window width, window height, z value)
|
|
uniform vec3 window;
|
|
|
|
// in
|
|
varying vec4 fs_color;
|
|
varying vec3 fs_texture_coord;
|
|
|
|
void main() {
|
|
// FIXME: Texture loading not working with WebGL 1.0
|
|
//
|
|
// Since we originally targeted WebGL 2.0, our texture handling was based on `sampler2DArray`.
|
|
// When we added fallback support for WebGL 1.0, since `sampler2DArray` isn't supported, we could not use the same
|
|
// machinery. For now, since we're not using the textured style, WebGL 1.0 doesn't support textures.
|
|
//
|
|
// Until this is fixed, users will need a WebGL 2.0 browser to use textures. WebGL 2.0 seems to be supported by all
|
|
// modern browsers, but Safari on macOS and any iOS browser (which are all just Safari wrappers) need to have the
|
|
// user toggle the experimental WebGL 2.0 feature for textures to work.
|
|
// vec4 tex_color = texture2D(textures, tex_coord);
|
|
// Hardcode a no-op (white) texture until such a time as texture loading works for WebGL 1.0
|
|
vec4 tex_color = vec4(1.0, 1.0, 1.0, 1.0);
|
|
|
|
vec4 x = fs_color * tex_color;
|
|
vec4 out_color = vec4(x.a * x.r, x.a * x.g, x.a * x.b, x.a);
|
|
gl_FragColor = out_color;
|
|
}
|