glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, myTexture); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR); glEnable(GL_BLEND); glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex2f(1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex2f(1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, 1.0f); glEnd(); glDisable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D);
How to emulate these lines using glsl?
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR); glEnable(GL_BLEND);
Here is my shader program:
vertex shader
void main(void)
{
gl_TexCoord[0] = gl_Vertex;
gl_Position = gl_Vertex * 2.0 - 1.0;
}fragment shader:
uniform sampler2D Texture;
void main()
{
vec3 Color = texture2D(Texture, gl_TexCoord[0].st).rgb;
gl_FragColor = vec4(Color, 1.0);
}
Edited by AlricDoRei, 30 October 2012 - 03:46 AM.






