gouraud_light_clip.fs 357 B

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  1. #version 140
  2. uniform vec4 uniform_color;
  3. uniform float emission_factor;
  4. // x = tainted, y = specular;
  5. in vec2 intensity;
  6. in float clipping_planes_dot;
  7. out vec4 out_color;
  8. void main()
  9. {
  10. if (clipping_planes_dot < 0.0)
  11. discard;
  12. out_color = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
  13. }