precision highp float; // Constants uniform vec3 vEyePosition; uniform float alpha; // Input varying vec3 vPositionW; #ifdef NORMAL varying vec3 vNormalW; #endif // Helper functions #include // Lights #include<__decl__lightFragment>[0..maxSimultaneousLights] #include #include #include // Fog #include void main(void) { #include vec3 viewDirectionW = normalize(vEyePosition - vPositionW); // Normal #ifdef NORMAL vec3 normalW = normalize(vNormalW); #else vec3 normalW = vec3(1.0, 1.0, 1.0); #endif // Lighting vec3 diffuseBase = vec3(0., 0., 0.); lightingInfo info; float shadow = 1.; float glossiness = 0.; #include[0..1] // Composition vec4 color = vec4(0., 0., 0., (1.0 - clamp(shadow, 0., 1.)) * alpha); #include gl_FragColor = color; }