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