gouraud_light_clip.fs 349 B

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  1. #version 110
  2. uniform vec4 uniform_color;
  3. uniform float emission_factor;
  4. // x = tainted, y = specular;
  5. varying vec2 intensity;
  6. varying float clipping_planes_dot;
  7. void main()
  8. {
  9. if (clipping_planes_dot < 0.0)
  10. discard;
  11. gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
  12. }