PrusaSlicer-NonPlainar/resources/shaders/shells.fs
2020-04-15 14:31:39 +02:00

14 lines
275 B
GLSL

#version 110
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform vec4 uniform_color;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
}