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