blob: 7e6e26e49c4d22d8245704fbdde658b1d49045bd [file] [log] [blame]
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
#ifdef GL_ES
precision mediump float;
#endif
//
// vec3arrayindirect_frag.frag: Fragment shader solid color
// The vec3 values are determined at runtime.
//
//
uniform vec3 lightPosition[2];
varying vec4 color;
void main(void)
{
int i;
gl_FragColor = vec4(0.0);
/*
// No indirect indexing in fragment shaders
for (i = 0; i < 2; i++)
{
gl_FragColor += vec4(lightPosition[i], 0.0);
}
*/
gl_FragColor += vec4(lightPosition[0], 0.0);
gl_FragColor += vec4(lightPosition[1], 0.0);
gl_FragColor /= 2.0;
}