"void main()\n"
"{\n"
" gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].w ) * 0.5 + 0.5;\n"
- " gl_FragColor.a = 1;\n"
+ " gl_FragColor.a = 1.0;\n"
"}\n",
"void main()\n"
"{\n"
" gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xw ) * 0.5 + 0.5;\n"
- " gl_FragColor.a = 1;\n"
+ " gl_FragColor.a = 1.0;\n"
"}\n",
"void main()\n"
"{\n"
" gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xyw ) * 0.5 + 0.5;\n"
- " gl_FragColor.a = 1;\n"
+ " gl_FragColor.a = 1.0;\n"
"}\n",
"void main()\n"
"{\n"
" gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xyzw ) * 0.5 + 0.5;\n"
- " gl_FragColor.a = 1;\n"
+ " gl_FragColor.a = 1.0;\n"
"}\n"
};
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog(shader, 1000, &len, log);
- fprintf(stderr, "noise: problem compiling shader: %s\n", log);
+ fprintf(stderr, "multinoise: problem compiling shader: %s\n", log);
exit(1);
}
else {