123456789101112131415161718192021222324252627 |
- /**
- * @private
- */
- vec4 czm_translucentPhong(vec3 toEye, czm_material material, vec3 lightDirectionEC)
- {
- // Diffuse from directional light sources at eye (for top-down and horizon views)
- float diffuse = czm_getLambertDiffuse(vec3(0.0, 0.0, 1.0), material.normal);
- if (czm_sceneMode == czm_sceneMode3D) {
- // (and horizon views in 3D)
- diffuse += czm_getLambertDiffuse(vec3(0.0, 1.0, 0.0), material.normal);
- }
- diffuse = clamp(diffuse, 0.0, 1.0);
- float specular = czm_getSpecular(lightDirectionEC, toEye, material.normal, material.shininess);
- // Temporary workaround for adding ambient.
- vec3 materialDiffuse = material.diffuse * 0.5;
- vec3 ambient = materialDiffuse;
- vec3 color = ambient + material.emission;
- color += materialDiffuse * diffuse * czm_lightColor;
- color += material.specular * specular * czm_lightColor;
- return vec4(color, material.alpha);
- }
|