#version 330 compatibility
uniform bool uUseST;
uniform float uX, uY, uZ;
uniform float uDx, uDy, uDz;
uniform float uS, uT;
uniform float uDs, uDt;
in vec2 vST;
in vec3 vXYZ;
in vec4 vColor;
in float vLightIntensity;
const vec3 RED = vec3( 1., 0., 0. );
void main( )
{
vec3 newColor = vColor.rgb;
if( uUseST )
{
if( uS-uDs <= vST.s && vST.s <= uS+uDs && uT-uDt <= vST.t && vST.t <= uT+uDt )
newColor = RED;
}
else
{
if( uX-uDx <= vXYZ.x && vXYZ.x <= uX+uDx && uY-uDy <= vXYZ.y && vXYZ.y <= uY+uDy && uZ-uDz <= vXYZ.z && vXYZ.z <= uZ+uDz )
newColor = RED;
}
newColor *= vLightIntensity;
gl_FragColor = vec4( newColor, 1. );
}