13 lines
255 B
GLSL
13 lines
255 B
GLSL
#version 140
|
|
|
|
uniform vec4 uniform_color;
|
|
uniform float emission_factor;
|
|
|
|
// x = tainted, y = specular;
|
|
in vec2 intensity;
|
|
|
|
void main()
|
|
{
|
|
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
|
|
}
|