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- //This file is automatically rebuilt by the Cesium build process.
- /*global define*/
- define(function() {
- "use strict";
- return "varying vec3 v_positionMC;\n\
- varying vec3 v_positionEC;\n\
- varying vec2 v_st;\n\
- \n\
- void main()\n\
- {\n\
- czm_materialInput materialInput;\n\
- \n\
- vec3 normalEC = czm_normal3D * czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0));\n\
- #ifdef FACE_FORWARD\n\
- normalEC = normalize(faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC));\n\
- #else\n\
- normalEC = normalize(normalEC);\n\
- #endif\n\
- \n\
- materialInput.s = v_st.s;\n\
- materialInput.st = v_st;\n\
- materialInput.str = vec3(v_st, 0.0);\n\
- \n\
- // Convert tangent space material normal to eye space\n\
- materialInput.normalEC = normalEC;\n\
- materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, materialInput.normalEC);\n\
- \n\
- // Convert view vector to world space\n\
- vec3 positionToEyeEC = -v_positionEC; \n\
- materialInput.positionToEyeEC = positionToEyeEC;\n\
- \n\
- czm_material material = czm_getMaterial(materialInput);\n\
- \n\
- #ifdef FLAT \n\
- gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
- #else\n\
- gl_FragColor = czm_phong(normalize(positionToEyeEC), material);\n\
- #endif\n\
- }\n\
- ";
- });
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