$input v_normal /* * Copyright 2016 Joseph Cherlin. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include "../common/common.sh" uniform vec4 u_tint; void main() { #if BGFX_SHADER_LANGUAGE_HLSL && (BGFX_SHADER_LANGUAGE_HLSL < 400) vec2 texCoord = gl_FragCoord.xy * u_viewTexel.xy + u_viewTexel.xy * vec2_splat(0.5); #else vec2 texCoord = gl_FragCoord.xy * u_viewTexel.xy; #endif gl_FragData[0].xyz = u_tint.xyz; // Color of light sphere gl_FragData[0].w = -v_normal.z; // Radius of light sphere }