void MAIN() { BASE_COLOR = vec4(1.0, 0.0, 0.0, 1.0); METALNESS = 0.5; EMISSIVE_COLOR = vec3(0.0, 1.0, 0.0); } void POST_PROCESS() { if (gl_FragCoord.x > screen_width * 0.5) COLOR_SUM = DIFFUSE; else COLOR_SUM = vec4(EMISSIVE, DIFFUSE.a); }