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. varying vec3 vPosition;
  13. #ifdef NORMAL
  14. varying vec3 vNormalW;
  15. #endif
  16. #ifdef VERTEXCOLOR
  17. varying vec4 vColor;
  18. #endif
  19. // Helper functions
  20. #include<helperFunctions>
  21. // Lights
  22. #include<__decl__lightFragment>[0]
  23. #include<__decl__lightFragment>[1]
  24. #include<__decl__lightFragment>[2]
  25. #include<__decl__lightFragment>[3]
  26. #include<lightsFragmentFunctions>
  27. #include<shadowsFragmentFunctions>
  28. // Samplers
  29. #ifdef DIFFUSE
  30. varying vec2 vDiffuseUV;
  31. uniform sampler2D diffuseSampler;
  32. uniform vec2 vDiffuseInfos;
  33. #endif
  34. #include<clipPlaneFragmentDeclaration>
  35. // Fog
  36. #include<fogFragmentDeclaration>
  37. void main(void) {
  38. #include<clipPlaneFragment>
  39. vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
  40. float h = normalize(vPosition).y + offset;
  41. float mysmoothness = clamp(smoothness, 0.01, max(smoothness, 10.));
  42. vec4 baseColor = mix(bottomColor, topColor, max(pow(max(h, 0.0), mysmoothness), 0.0));
  43. // Base color
  44. vec3 diffuseColor = baseColor.rgb;
  45. // Alpha
  46. float alpha = baseColor.a;
  47. #ifdef ALPHATEST
  48. if (baseColor.a < 0.4)
  49. discard;
  50. #endif
  51. #include<depthPrePass>
  52. #ifdef VERTEXCOLOR
  53. baseColor.rgb *= vColor.rgb;
  54. #endif
  55. // Bump
  56. #ifdef NORMAL
  57. vec3 normalW = normalize(vNormalW);
  58. #else
  59. vec3 normalW = vec3(1.0, 1.0, 1.0);
  60. #endif
  61. // Lighting
  62. vec3 diffuseBase = vec3(0., 0., 0.);
  63. lightingInfo info;
  64. float shadow = 1.;
  65. float glossiness = 0.;
  66. #include<lightFragment>[0]
  67. #include<lightFragment>[1]
  68. #include<lightFragment>[2]
  69. #include<lightFragment>[3]
  70. #ifdef VERTEXALPHA
  71. alpha *= vColor.a;
  72. #endif
  73. vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
  74. // Composition
  75. vec4 color = vec4(finalDiffuse, alpha);
  76. #include<fogFragment>
  77. gl_FragColor = color;
  78. }