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