PrusaSlicer-NonPlainar/resources/shaders/140/gouraud_light_instanced.fs

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#version 140
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
in vec2 intensity;
out vec4 out_color;
void main()
{
out_color = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}