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- in vec3 v_positionMC;
- in vec3 v_positionEC;
- in vec2 v_st;
- void main()
- {
- czm_materialInput materialInput;
- vec3 normalEC = normalize(czm_normal3D * czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)));
- #ifdef FACE_FORWARD
- normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
- #endif
- materialInput.s = v_st.s;
- materialInput.st = v_st;
- materialInput.str = vec3(v_st, 0.0);
- // Convert tangent space material normal to eye space
- materialInput.normalEC = normalEC;
- materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, materialInput.normalEC);
- // Convert view vector to world space
- vec3 positionToEyeEC = -v_positionEC;
- materialInput.positionToEyeEC = positionToEyeEC;
- czm_material material = czm_getMaterial(materialInput);
- #ifdef FLAT
- out_FragColor = vec4(material.diffuse + material.emission, material.alpha);
- #else
- out_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
- #endif
- }
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