FragShader.fsh 261 B

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  1. uniform sampler2D sTexture;
  2. varying lowp float SpecularIntensity;
  3. varying mediump vec2 RefractCoord;
  4. void main()
  5. {
  6. lowp vec3 refractColor = texture2D(sTexture, RefractCoord).rgb;
  7. gl_FragColor = vec4(refractColor + SpecularIntensity, 1.0);
  8. }