GPU-Accelerated Coverage
0.1.0
Compute coverage tours for known environment with articulated objects on GPU
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Fragment shader for rendering a textured mesh. More...
Classes | |
struct | LightInfo |
Properties of a point light source. More... | |
struct | MaterialInfo |
Properties of a material. More... | |
Public Member Functions | |
void | main () |
Public Attributes | |
uniform bool | has_texture |
true if object has texture, false if material should be used instead. | |
uniform sampler2D | texture_unit |
Texture unit for sampling the object texture. | |
in vec2 | tex_coord |
Texture coordinate passed in from vertex shader. | |
in float | diffuse_factor |
Diffuse factor passed in from vertex shader. | |
in float | specular_factor |
Specular factor passed in from vertex shader. | |
out vec4 | frag_color |
Output fragment color. | |
uniform LightInfo | light |
Point light source. | |
uniform MaterialInfo | material |
Material of the object. | |
Fragment shader for rendering a textured mesh.