PrusaSlicer/resources/shaders/ES/tool_marker.fs

20 lines
372 B
GLSL

#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);
}