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https://git.code.sf.net/p/quake/quakeforge
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The implementation is based on http://codeflow.org/entries/2012/aug/05/webgl-rendering-of-solid-trails/ The shaders have been written and compile and link. The next step is to generate some data for them.
10 lines
162 B
GLSL
10 lines
162 B
GLSL
uniform sampler2D smoke;
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varying vec2 texcoord;
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varying vec3 vBC;
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void
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main (void)
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{
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gl_FragColor = texture2D (smoke, texcoord) * vec4 (1.0, 1.0, 1.0, 0.7);
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}
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