uniform sampler2D basemap; #ifndef OPENCLONK #define slice(x) #define color gl_FragColor varying vec2 texcoord; void main() { color = vec4(1.0, 1.0, 1.0, 1.0); #endif slice(init+1) { // This will make ObjectLightShader.glsl pick up the path that // Looks up the direction from the normal map. #define HAVE_NORMALMAP color = color * gl_FrontMaterial.diffuse * texture2D(basemap, texcoord); #ifndef OPENCLONK // TODO: Could apply some default lighting here, for viewing the mesh in // a mesh viewer #endif } #ifndef OPENCLONK } #endif