/** Demo of using gbuffer rendering pass. Fragment shader */ #version 110 uniform sampler2D colorMap; void main(){ // look up the colour map vec4 colour = texture2D(colorMap, gl_TexCoord[0].xy); // Finally fill out the buffer passes // gl_FragData[0] = vec4((colour * gl_FrontMaterial.diffuse).rgb, 1.0); gl_FragColor = vec4((colour * gl_FrontMaterial.diffuse).rgb, 1.0); // gl_FragColor = colour; }