#version 110 const vec3 ZERO = vec3(0.0, 0.0, 0.0); // x = tainted, y = specular; varying vec2 intensity; varying vec3 delta_box_min; varying vec3 delta_box_max; varying float world_z; uniform vec4 uniform_color; // x = min z, y = max z; uniform vec2 z_range; void main() { if ((world_z < z_range.x) || (z_range.y < world_z)) discard; // if the fragment is outside the print volume -> use darker color vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb; gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a); }