gouraud_light.fs 284 B

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  1. #version 100
  2. precision highp float;
  3. uniform vec4 uniform_color;
  4. uniform float emission_factor;
  5. // x = tainted, y = specular;
  6. varying vec2 intensity;
  7. void main()
  8. {
  9. gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
  10. }