default.fragment.fx 16 KB

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  1. #ifdef GL_ES
  2. precision mediump float;
  3. #endif
  4. #define MAP_EXPLICIT 0.
  5. #define MAP_SPHERICAL 1.
  6. #define MAP_PLANAR 2.
  7. #define MAP_CUBIC 3.
  8. #define MAP_PROJECTION 4.
  9. #define MAP_SKYBOX 5.
  10. // Constants
  11. uniform vec3 vEyePosition;
  12. uniform vec3 vAmbientColor;
  13. uniform vec4 vDiffuseColor;
  14. uniform vec4 vSpecularColor;
  15. uniform vec3 vEmissiveColor;
  16. // Input
  17. varying vec3 vPositionW;
  18. varying vec3 vNormalW;
  19. #ifdef VERTEXCOLOR
  20. varying vec3 vColor;
  21. #endif
  22. // Lights
  23. #ifdef LIGHT0
  24. uniform vec4 vLightData0;
  25. uniform vec4 vLightDiffuse0;
  26. uniform vec3 vLightSpecular0;
  27. #ifdef SHADOW0
  28. varying vec4 vPositionFromLight0;
  29. uniform sampler2D shadowSampler0;
  30. uniform float darkness0;
  31. #endif
  32. #ifdef SPOTLIGHT0
  33. uniform vec4 vLightDirection0;
  34. #endif
  35. #ifdef HEMILIGHT0
  36. uniform vec3 vLightGround0;
  37. #endif
  38. #endif
  39. #ifdef LIGHT1
  40. uniform vec4 vLightData1;
  41. uniform vec4 vLightDiffuse1;
  42. uniform vec3 vLightSpecular1;
  43. #ifdef SHADOW1
  44. varying vec4 vPositionFromLight1;
  45. uniform sampler2D shadowSampler1;
  46. uniform float darkness1;
  47. #endif
  48. #ifdef SPOTLIGHT1
  49. uniform vec4 vLightDirection1;
  50. #endif
  51. #ifdef HEMILIGHT1
  52. uniform vec3 vLightGround1;
  53. #endif
  54. #endif
  55. #ifdef LIGHT2
  56. uniform vec4 vLightData2;
  57. uniform vec4 vLightDiffuse2;
  58. uniform vec3 vLightSpecular2;
  59. #ifdef SHADOW2
  60. varying vec4 vPositionFromLight2;
  61. uniform sampler2D shadowSampler2;
  62. uniform float darkness2;
  63. #endif
  64. #ifdef SPOTLIGHT2
  65. uniform vec4 vLightDirection2;
  66. #endif
  67. #ifdef HEMILIGHT2
  68. uniform vec3 vLightGround2;
  69. #endif
  70. #endif
  71. #ifdef LIGHT3
  72. uniform vec4 vLightData3;
  73. uniform vec4 vLightDiffuse3;
  74. uniform vec3 vLightSpecular3;
  75. #ifdef SHADOW3
  76. varying vec4 vPositionFromLight3;
  77. uniform sampler2D shadowSampler3;
  78. uniform float darkness3;
  79. #endif
  80. #ifdef SPOTLIGHT3
  81. uniform vec4 vLightDirection3;
  82. #endif
  83. #ifdef HEMILIGHT3
  84. uniform vec3 vLightGround3;
  85. #endif
  86. #endif
  87. // Samplers
  88. #ifdef DIFFUSE
  89. varying vec2 vDiffuseUV;
  90. uniform sampler2D diffuseSampler;
  91. uniform vec2 vDiffuseInfos;
  92. #endif
  93. #ifdef AMBIENT
  94. varying vec2 vAmbientUV;
  95. uniform sampler2D ambientSampler;
  96. uniform vec2 vAmbientInfos;
  97. #endif
  98. #ifdef OPACITY
  99. varying vec2 vOpacityUV;
  100. uniform sampler2D opacitySampler;
  101. uniform vec2 vOpacityInfos;
  102. #endif
  103. #ifdef EMISSIVE
  104. varying vec2 vEmissiveUV;
  105. uniform vec2 vEmissiveInfos;
  106. uniform sampler2D emissiveSampler;
  107. #endif
  108. #ifdef SPECULAR
  109. varying vec2 vSpecularUV;
  110. uniform vec2 vSpecularInfos;
  111. uniform sampler2D specularSampler;
  112. #endif
  113. // Reflection
  114. #ifdef REFLECTION
  115. varying vec3 vPositionUVW;
  116. uniform samplerCube reflectionCubeSampler;
  117. uniform sampler2D reflection2DSampler;
  118. uniform vec3 vReflectionInfos;
  119. uniform mat4 reflectionMatrix;
  120. uniform mat4 view;
  121. vec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)
  122. {
  123. if (mode == MAP_SPHERICAL)
  124. {
  125. vec3 coords = vec3(view * vec4(worldNormal, 0.0));
  126. return vec3(reflectionMatrix * vec4(coords, 1.0));
  127. }
  128. else if (mode == MAP_PLANAR)
  129. {
  130. vec3 viewDir = worldPos.xyz - vEyePosition;
  131. vec3 coords = normalize(reflect(viewDir, worldNormal));
  132. return vec3(reflectionMatrix * vec4(coords, 1));
  133. }
  134. else if (mode == MAP_CUBIC)
  135. {
  136. vec3 viewDir = worldPos.xyz - vEyePosition;
  137. vec3 coords = reflect(viewDir, worldNormal);
  138. return vec3(reflectionMatrix * vec4(coords, 0));
  139. }
  140. else if (mode == MAP_PROJECTION)
  141. {
  142. return vec3(reflectionMatrix * (view * worldPos));
  143. }
  144. else if (mode == MAP_SKYBOX)
  145. {
  146. return vPositionUVW;
  147. }
  148. return vec3(0, 0, 0);
  149. }
  150. #endif
  151. // Shadows
  152. #ifdef SHADOWS
  153. float unpack(vec4 color)
  154. {
  155. const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);
  156. return dot(color, bitShift);
  157. }
  158. float unpackHalf(vec2 color)
  159. {
  160. return color.x + (color.y / 255.0);
  161. }
  162. float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness)
  163. {
  164. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  165. vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);
  166. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  167. {
  168. return 1.0;
  169. }
  170. float shadow = unpack(texture2D(shadowSampler, uv));
  171. if (depth.z > shadow)
  172. {
  173. return darkness;
  174. }
  175. return 1.;
  176. }
  177. float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler)
  178. {
  179. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  180. vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);
  181. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  182. {
  183. return 1.0;
  184. }
  185. float visibility = 1.;
  186. vec2 poissonDisk[4];
  187. poissonDisk[0] = vec2(-0.94201624, -0.39906216);
  188. poissonDisk[1] = vec2(0.94558609, -0.76890725);
  189. poissonDisk[2] = vec2(-0.094184101, -0.92938870);
  190. poissonDisk[3] = vec2(0.34495938, 0.29387760);
  191. // Poisson Sampling
  192. for (int i = 0; i<4; i++){
  193. if (unpack(texture2D(shadowSampler, uv + poissonDisk[i] / 1500.0)) < depth.z){
  194. visibility -= 0.2;
  195. }
  196. }
  197. return visibility;
  198. }
  199. // Thanks to http://devmaster.net/
  200. float ChebychevInequality(vec2 moments, float t)
  201. {
  202. if (t <= moments.x)
  203. {
  204. return 1.0;
  205. }
  206. float variance = moments.y - (moments.x * moments.x);
  207. variance = max(variance, 0.);
  208. float d = t - moments.x;
  209. return variance / (variance + d * d);
  210. }
  211. float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
  212. {
  213. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  214. vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);
  215. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  216. {
  217. return 1.0;
  218. }
  219. vec4 texel = texture2D(shadowSampler, uv);
  220. vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
  221. return clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);
  222. }
  223. #endif
  224. // Bump
  225. #ifdef BUMP
  226. #extension GL_OES_standard_derivatives : enable
  227. varying vec2 vBumpUV;
  228. uniform vec2 vBumpInfos;
  229. uniform sampler2D bumpSampler;
  230. // Thanks to http://www.thetenthplanet.de/archives/1180
  231. mat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)
  232. {
  233. // get edge vectors of the pixel triangle
  234. vec3 dp1 = dFdx(p);
  235. vec3 dp2 = dFdy(p);
  236. vec2 duv1 = dFdx(uv);
  237. vec2 duv2 = dFdy(uv);
  238. // solve the linear system
  239. vec3 dp2perp = cross(dp2, normal);
  240. vec3 dp1perp = cross(normal, dp1);
  241. vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;
  242. vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;
  243. // construct a scale-invariant frame
  244. float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));
  245. return mat3(tangent * invmax, binormal * invmax, normal);
  246. }
  247. vec3 perturbNormal(vec3 viewDir)
  248. {
  249. vec3 map = texture2D(bumpSampler, vBumpUV).xyz * vBumpInfos.y;
  250. map = map * 255. / 127. - 128. / 127.;
  251. mat3 TBN = cotangent_frame(vNormalW, -viewDir, vBumpUV);
  252. return normalize(TBN * map);
  253. }
  254. #endif
  255. #ifdef CLIPPLANE
  256. varying float fClipDistance;
  257. #endif
  258. // Fog
  259. #ifdef FOG
  260. #define FOGMODE_NONE 0.
  261. #define FOGMODE_EXP 1.
  262. #define FOGMODE_EXP2 2.
  263. #define FOGMODE_LINEAR 3.
  264. #define E 2.71828
  265. uniform vec4 vFogInfos;
  266. uniform vec3 vFogColor;
  267. varying float fFogDistance;
  268. float CalcFogFactor()
  269. {
  270. float fogCoeff = 1.0;
  271. float fogStart = vFogInfos.y;
  272. float fogEnd = vFogInfos.z;
  273. float fogDensity = vFogInfos.w;
  274. if (FOGMODE_LINEAR == vFogInfos.x)
  275. {
  276. fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
  277. }
  278. else if (FOGMODE_EXP == vFogInfos.x)
  279. {
  280. fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
  281. }
  282. else if (FOGMODE_EXP2 == vFogInfos.x)
  283. {
  284. fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
  285. }
  286. return clamp(fogCoeff, 0.0, 1.0);
  287. }
  288. #endif
  289. // Light Computing
  290. struct lightingInfo
  291. {
  292. vec3 diffuse;
  293. vec3 specular;
  294. };
  295. lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {
  296. lightingInfo result;
  297. vec3 lightVectorW;
  298. float attenuation = 1.0;
  299. if (lightData.w == 0.)
  300. {
  301. vec3 direction = lightData.xyz - vPositionW;
  302. attenuation = max(0., 1.0 - length(direction) / range);
  303. lightVectorW = normalize(direction);
  304. }
  305. else
  306. {
  307. lightVectorW = normalize(-lightData.xyz);
  308. }
  309. // diffuse
  310. float ndl = max(0., dot(vNormal, lightVectorW));
  311. // Specular
  312. vec3 angleW = normalize(viewDirectionW + lightVectorW);
  313. float specComp = max(0., dot(vNormal, angleW));
  314. specComp = pow(specComp, max(1., vSpecularColor.a));
  315. result.diffuse = ndl * diffuseColor * attenuation;
  316. result.specular = specComp * specularColor * attenuation;
  317. return result;
  318. }
  319. lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {
  320. lightingInfo result;
  321. vec3 direction = lightData.xyz - vPositionW;
  322. vec3 lightVectorW = normalize(direction);
  323. float attenuation = max(0., 1.0 - length(direction) / range);
  324. // diffuse
  325. float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));
  326. float spotAtten = 0.0;
  327. if (cosAngle >= lightDirection.w)
  328. {
  329. cosAngle = max(0., pow(cosAngle, lightData.w));
  330. spotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));
  331. // Diffuse
  332. float ndl = max(0., dot(vNormal, -lightDirection.xyz));
  333. // Specular
  334. vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);
  335. float specComp = max(0., dot(vNormal, angleW));
  336. specComp = pow(specComp, vSpecularColor.a);
  337. result.diffuse = ndl * spotAtten * diffuseColor * attenuation;
  338. result.specular = specComp * specularColor * spotAtten * attenuation;
  339. return result;
  340. }
  341. result.diffuse = vec3(0.);
  342. result.specular = vec3(0.);
  343. return result;
  344. }
  345. lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {
  346. lightingInfo result;
  347. // Diffuse
  348. float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
  349. // Specular
  350. vec3 angleW = normalize(viewDirectionW + lightData.xyz);
  351. float specComp = max(0., dot(vNormal, angleW));
  352. specComp = pow(specComp, vSpecularColor.a);
  353. result.diffuse = mix(groundColor, diffuseColor, ndl);
  354. result.specular = specComp * specularColor;
  355. return result;
  356. }
  357. void main(void) {
  358. // Clip plane
  359. #ifdef CLIPPLANE
  360. if (fClipDistance > 0.0)
  361. discard;
  362. #endif
  363. vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
  364. // Base color
  365. vec4 baseColor = vec4(1., 1., 1., 1.);
  366. vec3 diffuseColor = vDiffuseColor.rgb;
  367. // Alpha
  368. float alpha = vDiffuseColor.a;
  369. #ifdef VERTEXCOLOR
  370. diffuseColor *= vColor;
  371. #endif
  372. #ifdef DIFFUSE
  373. baseColor = texture2D(diffuseSampler, vDiffuseUV);
  374. #ifdef ALPHATEST
  375. if (baseColor.a < 0.4)
  376. discard;
  377. #endif
  378. #ifdef ALPHAFROMDIFFUSE
  379. alpha *= baseColor.a;
  380. #endif
  381. baseColor.rgb *= vDiffuseInfos.y;
  382. #endif
  383. // Bump
  384. vec3 normalW = normalize(vNormalW);
  385. #ifdef BUMP
  386. normalW = perturbNormal(viewDirectionW);
  387. #endif
  388. // Ambient color
  389. vec3 baseAmbientColor = vec3(1., 1., 1.);
  390. #ifdef AMBIENT
  391. baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;
  392. #endif
  393. // Lighting
  394. vec3 diffuseBase = vec3(0., 0., 0.);
  395. vec3 specularBase = vec3(0., 0., 0.);
  396. float shadow = 1.;
  397. #ifdef LIGHT0
  398. #ifdef SPOTLIGHT0
  399. lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);
  400. #endif
  401. #ifdef HEMILIGHT0
  402. lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);
  403. #endif
  404. #ifdef POINTDIRLIGHT0
  405. lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);
  406. #endif
  407. #ifdef SHADOW0
  408. #ifdef SHADOWVSM0
  409. shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);
  410. #else
  411. #ifdef SHADOWPCF0
  412. shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0);
  413. #else
  414. shadow = computeShadow(vPositionFromLight0, shadowSampler0, darkness0);
  415. #endif
  416. #endif
  417. #else
  418. shadow = 1.;
  419. #endif
  420. diffuseBase += info.diffuse * shadow;
  421. specularBase += info.specular * shadow;
  422. #endif
  423. #ifdef LIGHT1
  424. #ifdef SPOTLIGHT1
  425. info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);
  426. #endif
  427. #ifdef HEMILIGHT1
  428. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);
  429. #endif
  430. #ifdef POINTDIRLIGHT1
  431. info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);
  432. #endif
  433. #ifdef SHADOW1
  434. #ifdef SHADOWVSM1
  435. shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);
  436. #else
  437. #ifdef SHADOWPCF1
  438. shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1);
  439. #else
  440. shadow = computeShadow(vPositionFromLight1, shadowSampler1, darkness1);
  441. #endif
  442. #endif
  443. #else
  444. shadow = 1.;
  445. #endif
  446. diffuseBase += info.diffuse * shadow;
  447. specularBase += info.specular * shadow;
  448. #endif
  449. #ifdef LIGHT2
  450. #ifdef SPOTLIGHT2
  451. info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);
  452. #endif
  453. #ifdef HEMILIGHT2
  454. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);
  455. #endif
  456. #ifdef POINTDIRLIGHT2
  457. info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);
  458. #endif
  459. #ifdef SHADOW2
  460. #ifdef SHADOWVSM2
  461. shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);
  462. #else
  463. #ifdef SHADOWPCF2
  464. shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2);
  465. #else
  466. shadow = computeShadow(vPositionFromLight2, shadowSampler2, darkness2);
  467. #endif
  468. #endif
  469. #else
  470. shadow = 1.;
  471. #endif
  472. diffuseBase += info.diffuse * shadow;
  473. specularBase += info.specular * shadow;
  474. #endif
  475. #ifdef LIGHT3
  476. #ifdef SPOTLIGHT3
  477. info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);
  478. #endif
  479. #ifdef HEMILIGHT3
  480. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);
  481. #endif
  482. #ifdef POINTDIRLIGHT3
  483. info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);
  484. #endif
  485. #ifdef SHADOW3
  486. #ifdef SHADOWVSM3
  487. shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);
  488. #else
  489. #ifdef SHADOWPCF3
  490. shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3);
  491. #else
  492. shadow = computeShadow(vPositionFromLight3, shadowSampler3, darkness3);
  493. #endif
  494. #endif
  495. #else
  496. shadow = 1.;
  497. #endif
  498. diffuseBase += info.diffuse * shadow;
  499. specularBase += info.specular * shadow;
  500. #endif
  501. // Reflection
  502. vec3 reflectionColor = vec3(0., 0., 0.);
  503. #ifdef REFLECTION
  504. vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);
  505. if (vReflectionInfos.z != 0.0)
  506. {
  507. reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;
  508. }
  509. else
  510. {
  511. vec2 coords = vReflectionUVW.xy;
  512. if (vReflectionInfos.x == MAP_PROJECTION)
  513. {
  514. coords /= vReflectionUVW.z;
  515. }
  516. coords.y = 1.0 - coords.y;
  517. reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;
  518. }
  519. #endif
  520. #ifdef OPACITY
  521. vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);
  522. #ifdef OPACITYRGB
  523. opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);
  524. alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;
  525. #else
  526. alpha *= opacityMap.a * vOpacityInfos.y;
  527. #endif
  528. #endif
  529. // Emissive
  530. vec3 emissiveColor = vEmissiveColor;
  531. #ifdef EMISSIVE
  532. emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;
  533. #endif
  534. // Specular map
  535. vec3 specularColor = vSpecularColor.rgb;
  536. #ifdef SPECULAR
  537. specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;
  538. #endif
  539. // Composition
  540. vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;
  541. vec3 finalSpecular = specularBase * specularColor;
  542. vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);
  543. #ifdef FOG
  544. float fog = CalcFogFactor();
  545. color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
  546. #endif
  547. gl_FragColor = color;
  548. }