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// 
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// Copyright (C) 2007  "Peter Roesch" <Peter.Roesch@fh-augsburg.de>
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// transform rgb values with a matrix
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// 
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// This program is free software you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation either version 3
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// of the License, or (at your option) any later version.
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// 
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License for more details.
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// 
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// You should have received a copy of the GNU General Public License
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// along with self program if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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// uniform variables 
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uniform mat4 RGBTransformationMatrix;
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uniform sampler2D TextureMapper;
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// main function of the fragment shader
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void main(){
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  // get a color from the texture
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  vec4 color = texture2D(TextureMapper, gl_TexCoord[0].st);
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  // make a vector of 4 floating-point numbers by appending
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  // an alpha of 1.0, and set this fragment's color
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  gl_FragColor = RGBTransformationMatrix * color;
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}