orcaslicer/resources/shaders/140/thumbnail.fs

21 lines
441 B
GLSL

#version 140
uniform bool ban_light;
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
in vec2 intensity;
//varying float drop;
in vec4 world_pos;
void main()
{
if (world_pos.z < 0.0)
discard;
if(ban_light){
gl_FragColor = uniform_color;
} else{
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}
}