/** * Struct for representing a material for a {@link Model}. The model * rendering pipeline will pass this struct between material, custom shaders, * and lighting stages. This is not to be confused with {@link czm_material} * which is used by the older Fabric materials system, although they are similar. *

* All color values (diffuse, specular, emissive) are in linear color space. *

* * @name czm_modelMaterial * @glslStruct * * @property {vec3} diffuse Incoming light that scatters evenly in all directions. * @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque. * @property {vec3} specular Color of reflected light at normal incidence in PBR materials. This is sometimes referred to as f0 in the literature. * @property {float} roughness A number from 0.0 to 1.0 representing how rough the surface is. Values near 0.0 produce glossy surfaces, while values near 1.0 produce rough surfaces. * @property {vec3} normalEC Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal. * @property {float} occlusion Ambient occlusion recieved at this point on the material. 1.0 means fully lit, 0.0 means fully occluded. * @property {vec3} emissive Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light. */ struct czm_modelMaterial { vec3 diffuse; float alpha; vec3 specular; float roughness; vec3 normalEC; float occlusion; vec3 emissive; };