openclonk/planet/Graphics.ocg/MeshShader.glsl

11 lines
324 B
GLSL

varying vec2 texcoord;
slice(init+1)
{
// TODO: Add emission part of the material. Note we cannot just
// add this to the color, but it would need to be handled separately,
// such that it is independent from the incident light direction.
// Could make it #ifdef MESH.
color = gl_FrontMaterial.diffuse * color;
}