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- #version 100
- precision highp float;
- uniform vec4 uniform_color;
- uniform float emission_factor;
- // x = tainted, y = specular;
- varying vec2 intensity;
- varying float clipping_planes_dot;
- void main()
- {
- if (clipping_planes_dot < 0.0)
- discard;
- gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
- }
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