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-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve_simple.glsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve_simple.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve_simple.glsl
index edb3b553b..032ca9228 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve_simple.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve_simple.glsl
@@ -12,12 +12,12 @@
if( gcv_CurveParam.x == 0.0 && gcv_CurveParam.y == 0.0 ) {
// pass-1: Lines
#if defined(USE_COLOR_TEXTURE) && defined(USE_COLOR_CHANNEL)
- vec4 t = clip_coord(gcuTexture2D(gcu_ColorTexUnit, gcv_ColorTexCoord.st), vec4(1), gcv_ColorTexCoord, vec2(0), gcu_ColorTexBBox[2]);
+ vec4 t = clip_coord(gcuTexture2D(gcu_ColorTexUnit, gcv_ColorTexCoord.st), vec4(0), gcv_ColorTexCoord, vec2(0), gcu_ColorTexBBox[2]);
mgl_FragColor = vec4( mix( t.rgb * gcu_ColorStatic.rgb, gcv_Color.rgb, gcv_Color.a ),
mix( t.a * gcu_ColorStatic.a, 1, gcv_Color.a) );
#elif defined(USE_COLOR_TEXTURE)
- mgl_FragColor = clip_coord(gcuTexture2D(gcu_ColorTexUnit, gcv_ColorTexCoord.st), vec4(1), gcv_ColorTexCoord, vec2(0), gcu_ColorTexBBox[2])
+ mgl_FragColor = clip_coord(gcuTexture2D(gcu_ColorTexUnit, gcv_ColorTexCoord.st), vec4(0), gcv_ColorTexCoord, vec2(0), gcu_ColorTexBBox[2])
* gcu_ColorStatic;
#elif defined(USE_COLOR_CHANNEL)
mgl_FragColor = gcv_Color * gcu_ColorStatic;
@@ -36,12 +36,12 @@
float a = clamp(0.5 - ( position/length(f) ) * sign(gcv_CurveParam.y), 0.0, 1.0);
#if defined(USE_COLOR_TEXTURE) && defined(USE_COLOR_CHANNEL)
- vec4 t = clip_coord(gcuTexture2D(gcu_ColorTexUnit, gcv_ColorTexCoord.st), vec4(1), gcv_ColorTexCoord, vec2(0), gcu_ColorTexBBox[2]);
+ vec4 t = clip_coord(gcuTexture2D(gcu_ColorTexUnit, gcv_ColorTexCoord.st), vec4(0), gcv_ColorTexCoord, vec2(0), gcu_ColorTexBBox[2]);
mgl_FragColor = vec4( mix( t.rgb * gcu_ColorStatic.rgb, gcv_Color.rgb, gcv_Color.a ),
a * mix( t.a * gcu_ColorStatic.a, 1, gcv_Color.a) );
#elif defined(USE_COLOR_TEXTURE)
- vec4 t = clip_coord(gcuTexture2D(gcu_ColorTexUnit, gcv_ColorTexCoord.st), vec4(1), gcv_ColorTexCoord, vec2(0), gcu_ColorTexBBox[2]);
+ vec4 t = clip_coord(gcuTexture2D(gcu_ColorTexUnit, gcv_ColorTexCoord.st), vec4(0), gcv_ColorTexCoord, vec2(0), gcu_ColorTexBBox[2]);
mgl_FragColor = vec4(t.rgb * gcu_ColorStatic.rgb, t.a * gcu_ColorStatic.a * a);
#elif defined(USE_COLOR_CHANNEL)