#version 110 uniform vec4 uniform_color; uniform float emission_factor; // x = tainted, y = specular; varying vec2 intensity; //varying float drop; varying vec4 world_pos; void main() { if (world_pos.z < 0.0) discard; gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a); }