BasicMaterialAppearanceFS.glsl 656 B

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