gouraud_light_instanced.fs 260 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. void main()
  7. {
  8. gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
  9. }