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- #version 140
- const vec4 BLACK = vec4(vec3(0.1), 1.0);
- const vec4 WHITE = vec4(vec3(1.0), 1.0);
- const float emission_factor = 0.25;
- uniform vec3 world_center;
- // x = tainted, y = specular;
- in vec2 intensity;
- in vec3 world_position;
- out vec4 out_color;
- void main()
- {
- vec3 delta = world_position - world_center;
- vec4 color = delta.x * delta.y * delta.z > 0.0 ? BLACK : WHITE;
- out_color = vec4(vec3(intensity.y) + color.rgb * (intensity.x + emission_factor), 1.0);
- }
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