22 lines
497 B
GLSL
22 lines
497 B
GLSL
#version 100
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precision highp float;
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const vec4 BLACK = vec4(vec3(0.1), 1.0);
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const vec4 WHITE = vec4(vec3(1.0), 1.0);
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const float emission_factor = 0.25;
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uniform vec3 world_center;
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// x = tainted, y = specular;
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varying vec2 intensity;
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varying vec3 world_position;
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void main()
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{
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vec3 delta = world_position - world_center;
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vec4 color = delta.x * delta.y * delta.z > 0.0 ? BLACK : WHITE;
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gl_FragColor = vec4(vec3(intensity.y) + color.rgb * (intensity.x + emission_factor), 1.0);
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}
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