BasicMaterialAppearanceFS.glsl 629 B

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  1. in vec3 v_positionEC;
  2. in vec3 v_normalEC;
  3. void main()
  4. {
  5. vec3 positionToEyeEC = -v_positionEC;
  6. vec3 normalEC = normalize(v_normalEC);
  7. #ifdef FACE_FORWARD
  8. normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
  9. #endif
  10. czm_materialInput materialInput;
  11. materialInput.normalEC = normalEC;
  12. materialInput.positionToEyeEC = positionToEyeEC;
  13. czm_material material = czm_getMaterial(materialInput);
  14. #ifdef FLAT
  15. out_FragColor = vec4(material.diffuse + material.emission, material.alpha);
  16. #else
  17. out_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
  18. #endif
  19. }