diff options
Diffstat (limited to 'src/jogl/classes/jogamp/graph')
-rw-r--r-- | src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve_simple.glsl | 8 |
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) |