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