#version 120 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; }