1234567891011121314151617181920212223242526272829303132333435363738 |
- //This file is automatically rebuilt by the Cesium build process.
- export default "float czm_private_getLambertDiffuseOfMaterial(vec3 lightDirectionEC, czm_material material)\n\
- {\n\
- return czm_getLambertDiffuse(lightDirectionEC, material.normal);\n\
- }\n\
- float czm_private_getSpecularOfMaterial(vec3 lightDirectionEC, vec3 toEyeEC, czm_material material)\n\
- {\n\
- return czm_getSpecular(lightDirectionEC, toEyeEC, material.normal, material.shininess);\n\
- }\n\
- vec4 czm_phong(vec3 toEye, czm_material material)\n\
- {\n\
- float diffuse = czm_private_getLambertDiffuseOfMaterial(vec3(0.0, 0.0, 1.0), material);\n\
- if (czm_sceneMode == czm_sceneMode3D) {\n\
- diffuse += czm_private_getLambertDiffuseOfMaterial(vec3(0.0, 1.0, 0.0), material);\n\
- }\n\
- float specular = czm_private_getSpecularOfMaterial(czm_sunDirectionEC, toEye, material) + czm_private_getSpecularOfMaterial(czm_moonDirectionEC, toEye, material);\n\
- vec3 materialDiffuse = material.diffuse * 0.5;\n\
- vec3 ambient = materialDiffuse;\n\
- vec3 color = ambient + material.emission;\n\
- color += materialDiffuse * diffuse;\n\
- color += material.specular * specular;\n\
- #ifdef HDR\n\
- float sunDiffuse = czm_private_getLambertDiffuseOfMaterial(czm_sunDirectionEC, material);\n\
- color += materialDiffuse * sunDiffuse * czm_sunColor;\n\
- #endif\n\
- return vec4(color, material.alpha);\n\
- }\n\
- vec4 czm_private_phong(vec3 toEye, czm_material material)\n\
- {\n\
- float diffuse = czm_private_getLambertDiffuseOfMaterial(czm_sunDirectionEC, material);\n\
- float specular = czm_private_getSpecularOfMaterial(czm_sunDirectionEC, toEye, material);\n\
- vec3 ambient = vec3(0.0);\n\
- vec3 color = ambient + material.emission;\n\
- color += material.diffuse * diffuse;\n\
- color += material.specular * specular;\n\
- return vec4(color, material.alpha);\n\
- }\n\
- ";
|