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- uniform sampler2D colorTexture;
- uniform float gradations;
- varying vec2 v_textureCoordinates;
- void main(void)
- {
- vec3 rgb = texture2D(colorTexture, v_textureCoordinates).rgb;
- #ifdef CZM_SELECTED_FEATURE
- if (czm_selected()) {
- gl_FragColor = vec4(rgb, 1.0);
- return;
- }
- #endif
- float luminance = czm_luminance(rgb);
- float darkness = luminance * gradations;
- darkness = (darkness - fract(darkness)) / gradations;
- gl_FragColor = vec4(vec3(darkness), 1.0);
- }
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