gradient.fragment.fx 2.0 KB

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  1. precision highp float;
  2. // Constants
  3. uniform vec3 vEyePosition;
  4. uniform vec4 vDiffuseColor;
  5. // Gradient variables
  6. uniform vec4 topColor;
  7. uniform vec4 bottomColor;
  8. uniform float offset;
  9. uniform float smoothness;
  10. // Input
  11. varying vec3 vPositionW;
  12. #ifdef NORMAL
  13. varying vec3 vNormalW;
  14. #endif
  15. #ifdef VERTEXCOLOR
  16. varying vec4 vColor;
  17. #endif
  18. // Lights
  19. #include<lightFragmentDeclaration>[0]
  20. #include<lightFragmentDeclaration>[1]
  21. #include<lightFragmentDeclaration>[2]
  22. #include<lightFragmentDeclaration>[3]
  23. #include<lightsFragmentFunctions>
  24. #include<shadowsFragmentFunctions>
  25. // Samplers
  26. #ifdef DIFFUSE
  27. varying vec2 vDiffuseUV;
  28. uniform sampler2D diffuseSampler;
  29. uniform vec2 vDiffuseInfos;
  30. #endif
  31. #include<clipPlaneFragmentDeclaration>
  32. // Fog
  33. #include<fogFragmentDeclaration>
  34. void main(void) {
  35. #include<clipPlaneFragment>
  36. vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
  37. float h = normalize(vPositionW).y + offset;
  38. float mysmoothness = clamp(smoothness, 0.01, max(smoothness, 10.));
  39. vec4 baseColor = mix(bottomColor, topColor, max(pow(max(h, 0.0), mysmoothness), 0.0));
  40. // Base color
  41. vec3 diffuseColor = baseColor.rgb;
  42. // Alpha
  43. float alpha = baseColor.a;
  44. #ifdef ALPHATEST
  45. if (baseColor.a < 0.4)
  46. discard;
  47. #endif
  48. #ifdef VERTEXCOLOR
  49. baseColor.rgb *= vColor.rgb;
  50. #endif
  51. // Bump
  52. #ifdef NORMAL
  53. vec3 normalW = normalize(vNormalW);
  54. #else
  55. vec3 normalW = vec3(1.0, 1.0, 1.0);
  56. #endif
  57. // Lighting
  58. vec3 diffuseBase = vec3(0., 0., 0.);
  59. lightingInfo info;
  60. float shadow = 1.;
  61. float glossiness = 0.;
  62. #include<lightFragment>[0]
  63. #include<lightFragment>[1]
  64. #include<lightFragment>[2]
  65. #include<lightFragment>[3]
  66. #ifdef VERTEXALPHA
  67. alpha *= vColor.a;
  68. #endif
  69. vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
  70. // Composition
  71. vec4 color = vec4(finalDiffuse, alpha);
  72. #include<fogFragment>
  73. gl_FragColor = color;
  74. }