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

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2022-07-21 08:18:18 +00:00
#version 100
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}