gouraud_light.fs 235 B

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  1. #version 110
  2. uniform vec4 uniform_color;
  3. // x = tainted, y = specular;
  4. varying vec2 intensity;
  5. void main()
  6. {
  7. gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
  8. }