#version 100 precision highp float; const vec2 ZERO = vec2(0.0, 0.0); uniform vec4 uniform_color; // x = diffuse, y = specular; varying vec2 intensity; varying vec2 clipping_planes_dots; void main() { if (any(lessThan(clipping_planes_dots, ZERO))) discard; gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a); }