PerInstanceColorAppearanceFS.glsl 649 B

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