PrusaSlicer/resources/shaders/ES/toolpaths_cog.fs
2024-03-26 14:04:07 +01:00

19 lines
398 B
GLSL

#version 100
precision highp float;
const vec3 BLACK = vec3(0.1);
const vec3 WHITE = vec3(0.9);
const float emission_factor = 0.25;
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 position;
void main()
{
vec3 color = position.x * position.y * position.z > 0.0 ? BLACK : WHITE;
gl_FragColor = vec4(vec3(intensity.y) + color * (intensity.x + emission_factor), 1.0);
}