PrusaSlicer-NonPlainar/resources/shaders/gouraud_light_instanced.fs

13 lines
260 B
GLSL

#version 110
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);
}