TexturedMaterialAppearanceFS.glsl 704 B

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  1. varying vec3 v_positionEC;
  2. varying vec3 v_normalEC;
  3. varying vec2 v_st;
  4. void main()
  5. {
  6. vec3 positionToEyeEC = -v_positionEC;
  7. vec3 normalEC;
  8. #ifdef FACE_FORWARD
  9. normalEC = normalize(faceforward(v_normalEC, vec3(0.0, 0.0, 1.0), -v_normalEC));
  10. #else
  11. normalEC = normalize(v_normalEC);
  12. #endif
  13. czm_materialInput materialInput;
  14. materialInput.normalEC = normalEC;
  15. materialInput.positionToEyeEC = positionToEyeEC;
  16. materialInput.st = v_st;
  17. czm_material material = czm_getMaterial(materialInput);
  18. #ifdef FLAT
  19. gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
  20. #else
  21. gl_FragColor = czm_phong(normalize(positionToEyeEC), material);
  22. #endif
  23. }