2 * Copyright (c) 2009 Nick Bowler
3 * Copyright © 2010 Intel Corporation
5 * Permission is hereby granted, free of charge, to any person obtaining
6 * a copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sublicense, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
13 * The above copyright notice and this permission notice shall be
14 * included in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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18 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
19 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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21 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
22 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 uniform sampler2D sampler;
30 vec4 secondary = texture2D(sampler, gl_TexCoord[0].st);
31 vec3 colour = args.rgb;
33 /* Removing the "if useSecondary" here (but keeping the
34 * multiplication) causes the shader to work.
35 * The failure does not depend on the value assigned to useSecondary.
37 * Making colour vec4 and doing vec4 multiplication also causes the
41 colour *= secondary.rgb;
44 gl_FragColor = vec4(colour, 1);