BambuStudio/resources/shaders/140/thumbnail.fs

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#version 140
uniform bool ban_light;
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
in vec2 intensity;
//varying float drop;
in vec4 world_pos;
out vec4 frag_color;
void main()
{
if (world_pos.z < 0.0)
discard;
if(ban_light){
frag_color = uniform_color;
} else{
frag_color = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}
}