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- varying vec3 v_positionEC;
- varying vec3 v_normalEC;
- varying vec2 v_st;
- void main()
- {
- vec3 positionToEyeEC = -v_positionEC;
- vec3 normalEC;
- #ifdef FACE_FORWARD
- normalEC = normalize(faceforward(v_normalEC, vec3(0.0, 0.0, 1.0), -v_normalEC));
- #else
- normalEC = normalize(v_normalEC);
- #endif
- czm_materialInput materialInput;
- materialInput.normalEC = normalEC;
- materialInput.positionToEyeEC = positionToEyeEC;
- materialInput.st = v_st;
- czm_material material = czm_getMaterial(materialInput);
-
- #ifdef FLAT
- gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
- #else
- gl_FragColor = czm_phong(normalize(positionToEyeEC), material);
- #endif
- }
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