
this is needed so we can later ff public/stable (currently at version_2.5.2) to version_2.6.0
19 lines
357 B
GLSL
19 lines
357 B
GLSL
#version 140
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uniform vec4 uniform_color;
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uniform float emission_factor;
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// x = tainted, y = specular;
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in vec2 intensity;
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in float clipping_planes_dot;
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out vec4 out_color;
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void main()
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{
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if (clipping_planes_dot < 0.0)
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discard;
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out_color = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
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}
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