varying vec3 v_positionEC; varying vec3 v_normalEC; varying vec4 v_color; void main() { vec3 positionToEyeEC = -v_positionEC; vec3 normalEC = normalize(v_normalEC); #ifdef FACE_FORWARD normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC); #endif vec4 color = czm_gammaCorrect(v_color); czm_materialInput materialInput; materialInput.normalEC = normalEC; materialInput.positionToEyeEC = positionToEyeEC; czm_material material = czm_getDefaultMaterial(materialInput); material.diffuse = color.rgb; material.alpha = color.a; gl_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC); }