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			11 lines
		
	
	
	
		
			235 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			11 lines
		
	
	
	
		
			235 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 110
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| 
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| uniform vec4 uniform_color;
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| 
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| // x = tainted, y = specular;
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| varying vec2 intensity;
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| 
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| void main()
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| {
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|     gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
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| }
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