OK, so its time to write the first most simple fragment shader ever. But
it doesn't work:
void main()
{
gl_FragColor = vec4(0.5, 0.5, 0.5, 1.0);
}
No teapot. Changing to
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
gives red teapot, and vec4(0.0, 0.5, 0.0, 1.0) and vec4(0.0, 0.0, 1.0,
1.0) gives green and blue teapot. But any RGB triplet with values < 1.0
are always truncated to 0.0. For example:
vec4(1.0, 0.5, 0.0, 1.0) -> pure red
vec4(0.0, 0.5, 0.5, 1.0) -> pure black
I have no clue about whats up.
Best regards,
Mads
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| Mads Ipsen, Scientific developer |
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| QuantumWise A/S | phone: +45-29716388 |
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