#version 110 const vec3 ZERO = vec3(0.0, 0.0, 0.0); uniform vec4 uniform_color; // x = tainted, y = specular; varying vec2 intensity; void main() { gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a); }