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- //This file is automatically rebuilt by the Cesium build process.
- export default "/**\n\
- * @private\n\
- */\n\
- vec4 czm_translucentPhong(vec3 toEye, czm_material material, vec3 lightDirectionEC)\n\
- {\n\
- // Diffuse from directional light sources at eye (for top-down and horizon views)\n\
- float diffuse = czm_getLambertDiffuse(vec3(0.0, 0.0, 1.0), material.normal);\n\
- \n\
- if (czm_sceneMode == czm_sceneMode3D) {\n\
- // (and horizon views in 3D)\n\
- diffuse += czm_getLambertDiffuse(vec3(0.0, 1.0, 0.0), material.normal);\n\
- }\n\
- \n\
- diffuse = clamp(diffuse, 0.0, 1.0);\n\
- \n\
- float specular = czm_getSpecular(lightDirectionEC, toEye, material.normal, material.shininess);\n\
- \n\
- // Temporary workaround for adding ambient.\n\
- vec3 materialDiffuse = material.diffuse * 0.5;\n\
- \n\
- vec3 ambient = materialDiffuse;\n\
- vec3 color = ambient + material.emission;\n\
- color += materialDiffuse * diffuse * czm_lightColor;\n\
- color += material.specular * specular * czm_lightColor;\n\
- \n\
- return vec4(color, material.alpha);\n\
- }\n\
- ";
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