CombineShader property

Map<String, dynamic> CombineShader
final

Implementation

final Map<String,dynamic> CombineShader = {
  'name': 'CombineShader',

  'uniforms': {

    'tDiffuse': { 'value': null },
    'strength': { 'value': 1.0 }

  },

  'vertexShader': /* glsl */'''

    varying vec2 vUv;

    void main() {

      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

    }''',
  'fragmentShader': /* glsl */'''

    uniform float strength;

    uniform sampler2D tDiffuse;

    varying vec2 vUv;

    void main() {

      vec4 texel = texture2D( tDiffuse, vUv );
      gl_FragColor = strength * texel;

    }'''
};