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