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			12 lines
		
	
	
	
		
			260 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			12 lines
		
	
	
	
		
			260 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 110
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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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varying vec2 intensity;
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void main()
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{
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    gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
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}
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