17 lines
349 B
GLSL
17 lines
349 B
GLSL
#version 330 core
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uniform vec4 color;
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in vec3 frag_pos;
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out vec4 frag_color;
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void main() {
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vec3 dx = dFdx(frag_pos) * 500;
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vec3 dy = dFdy(frag_pos) * 500;
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vec3 N = normalize(cross(dFdx(frag_pos), dFdy(frag_pos)));
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frag_color = color;
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//frag_color = vec4(length(dx), length(dy), length(dy), 1.0);
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//frag_color += color;
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}
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