PrusaSlicer-NonPlainar/resources/shaders/gouraud_light.fs
2021-05-13 13:57:09 +02:00

12 lines
209 B
GLSL

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