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https://github.com/QIDITECH/QIDISlicer.git
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19 lines
349 B
GLSL
19 lines
349 B
GLSL
#version 110
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const vec2 ZERO = vec2(0.0, 0.0);
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uniform vec4 uniform_color;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec2 clipping_planes_dots;
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
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}
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