shaderScalarField.frag 314 Bytes
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// ShaderScalarField::fragmentShaderText

PRECISON;
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uniform float minValue;
uniform float maxValue;
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VARYING_FRAG vec3 color;
VARYING_FRAG float scalar;
FRAG_OUT_DEF;
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void main()
{
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//	float s = scalar * 10.0;
//	if( s - floor(s) <= 0.05 )
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//		gl_FragColor = vec4(0.0);
//	else
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		gl_FragColor = vec4(color, 0.0);
}