PrusaSlicer-NonPlainar/resources/shaders/110/gouraud_light_clip.fs

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#version 110
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
varying vec2 intensity;
varying float clipping_planes_dot;
void main()
{
if (clipping_planes_dot < 0.0)
discard;
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}