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34 lines
1.0 KiB
GLSL
34 lines
1.0 KiB
GLSL
varying vec3 v_positionMC;
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varying vec3 v_positionEC;
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varying vec2 v_st;
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void main()
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{
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czm_materialInput materialInput;
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vec3 normalEC = normalize(czm_normal3D * czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)));
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#ifdef FACE_FORWARD
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normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
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#endif
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materialInput.s = v_st.s;
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materialInput.st = v_st;
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materialInput.str = vec3(v_st, 0.0);
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// Convert tangent space material normal to eye space
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materialInput.normalEC = normalEC;
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materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, materialInput.normalEC);
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// Convert view vector to world space
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vec3 positionToEyeEC = -v_positionEC;
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materialInput.positionToEyeEC = positionToEyeEC;
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czm_material material = czm_getMaterial(materialInput);
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#ifdef FLAT
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gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
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#else
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gl_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
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#endif
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}
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