#version 100 precision highp float; const vec3 BLACK = vec3(0.1); const vec3 WHITE = vec3(0.9); const float emission_factor = 0.25; // x = tainted, y = specular; varying vec2 intensity; varying vec3 position; void main() { vec3 color = position.x * position.y * position.z > 0.0 ? BLACK : WHITE; gl_FragColor = vec4(vec3(intensity.y) + color * (intensity.x + emission_factor), 1.0); }