#version 140 const vec2 ZERO = vec2(0.0, 0.0); uniform vec4 uniform_color; // x = diffuse, y = specular; in vec2 intensity; in vec2 clipping_planes_dots; out vec4 out_color; void main() { if (any(lessThan(clipping_planes_dots, ZERO))) discard; out_color = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a); }