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uniform sampler2D diffuse_texture;
varying vec2 texcoord0;
varying vec4 K_color;
varying float r, theta, s;
void main() {
gl_FragColor = texture2D(diffuse_texture, texcoord0);
// gl_FragColor = 0.1*texture2D(diffuse_texture, texcoord0) + s;
// gl_FragColor = 0.1*texture2D(diffuse_texture, texcoord0) + theta/6.28+0.5;
}