* Arranged to avoid reading/writing textures at same time. * Removed depth and stencil buffers from FBO's. * Eliminated 1-component FBO that caused grief for FBO completeness test. * Added back missing cubeShaderNoTexture.vert
7 lines
46 B
GLSL
7 lines
46 B
GLSL
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void main()
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{
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gl_FragColor = gl_Color ;
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}
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