principia/data-shared/shaders/ledbuf.fp

17 lines
290 B
GLSL

UNIFORMS
varying lowp float FS_diffuse;
VARYINGS
void main(void)
{
float ambient = _AMBIENT;
float shadow = SHADOW;
float o = FS_diffuse * .7;
vec4 color = vec4(FS_diffuse, FS_diffuse, o, 0.);
vec4 am = vec4(ambient);
gl_FragColor = shadow * ambient + color;
}