12345678910111213141516171819 |
- #version 110
- 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;
- varying vec2 intensity;
- varying vec3 world_position;
- void main()
- {
- vec3 delta = world_position - world_center;
- vec4 color = delta.x * delta.y * delta.z > 0.0 ? BLACK : WHITE;
- gl_FragColor = vec4(vec3(intensity.y) + color.rgb * (intensity.x + emission_factor), 1.0);
- }
|