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author | David Robillard <d@drobilla.net> | 2021-12-17 14:01:44 -0500 |
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committer | David Robillard <d@drobilla.net> | 2021-12-17 14:01:44 -0500 |
commit | 7ce1f135a111310483709f5598037d215943de43 (patch) | |
tree | b30272d2609dcbb6abce53a4791b4b70d4d033cc /examples/shaders/rect.frag | |
parent | b953b87ad473c7a4480df6b2bcbed68b13c8c663 (diff) | |
download | pugl-7ce1f135a111310483709f5598037d215943de43.tar.gz pugl-7ce1f135a111310483709f5598037d215943de43.tar.bz2 pugl-7ce1f135a111310483709f5598037d215943de43.zip |
Adopt REUSE machine-readable licensing standard
See https://reuse.software/ for details.
Diffstat (limited to 'examples/shaders/rect.frag')
-rw-r--r-- | examples/shaders/rect.frag | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/examples/shaders/rect.frag b/examples/shaders/rect.frag index 33bfbb2..9cee53b 100644 --- a/examples/shaders/rect.frag +++ b/examples/shaders/rect.frag @@ -1,3 +1,6 @@ +// Copyright 2019-2020 David Robillard <d@drobilla.net> +// SPDX-License-Identifier: ISC + /* The fragment shader uses the UV coordinates to calculate whether it is in the T, R, B, or L border. These are then mixed with the border color, and their inverse is mixed with the fill color, to calculate the fragment color. |