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- #version 100
- precision highp float;
- const vec3 BLACK = vec3(0.1);
- const vec3 WHITE = vec3(0.9);
- const float emission_factor = 0.25;
- // x = tainted, y = specular;
- varying vec2 intensity;
- varying vec3 position;
- void main()
- {
- vec3 color = position.x * position.y * position.z > 0.0 ? BLACK : WHITE;
- gl_FragColor = vec4(vec3(intensity.y) + color * (intensity.x + emission_factor), 1.0);
- }
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