normal.fragment.fx 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563
  1. precision highp float;
  2. // Constants
  3. uniform vec3 vEyePosition;
  4. uniform vec4 vDiffuseColor;
  5. // Input
  6. varying vec3 vPositionW;
  7. #ifdef NORMAL
  8. varying vec3 vNormalW;
  9. #endif
  10. #ifdef VERTEXCOLOR
  11. varying vec4 vColor;
  12. #endif
  13. // Lights
  14. #ifdef LIGHT0
  15. uniform vec4 vLightData0;
  16. uniform vec4 vLightDiffuse0;
  17. #ifdef SHADOW0
  18. #if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
  19. varying vec4 vPositionFromLight0;
  20. uniform sampler2D shadowSampler0;
  21. #else
  22. uniform samplerCube shadowSampler0;
  23. #endif
  24. uniform vec3 shadowsInfo0;
  25. #endif
  26. #ifdef SPOTLIGHT0
  27. uniform vec4 vLightDirection0;
  28. #endif
  29. #ifdef HEMILIGHT0
  30. uniform vec3 vLightGround0;
  31. #endif
  32. #endif
  33. #ifdef LIGHT1
  34. uniform vec4 vLightData1;
  35. uniform vec4 vLightDiffuse1;
  36. #ifdef SHADOW1
  37. #if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
  38. varying vec4 vPositionFromLight1;
  39. uniform sampler2D shadowSampler1;
  40. #else
  41. uniform samplerCube shadowSampler1;
  42. #endif
  43. uniform vec3 shadowsInfo1;
  44. #endif
  45. #ifdef SPOTLIGHT1
  46. uniform vec4 vLightDirection1;
  47. #endif
  48. #ifdef HEMILIGHT1
  49. uniform vec3 vLightGround1;
  50. #endif
  51. #endif
  52. #ifdef LIGHT2
  53. uniform vec4 vLightData2;
  54. uniform vec4 vLightDiffuse2;
  55. #ifdef SHADOW2
  56. #if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
  57. varying vec4 vPositionFromLight2;
  58. uniform sampler2D shadowSampler2;
  59. #else
  60. uniform samplerCube shadowSampler2;
  61. #endif
  62. uniform vec3 shadowsInfo2;
  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. #ifdef SHADOW3
  75. #if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
  76. varying vec4 vPositionFromLight3;
  77. uniform sampler2D shadowSampler3;
  78. #else
  79. uniform samplerCube shadowSampler3;
  80. #endif
  81. uniform vec3 shadowsInfo3;
  82. #endif
  83. #ifdef SPOTLIGHT3
  84. uniform vec4 vLightDirection3;
  85. #endif
  86. #ifdef HEMILIGHT3
  87. uniform vec3 vLightGround3;
  88. #endif
  89. #endif
  90. // Samplers
  91. #ifdef DIFFUSE
  92. varying vec2 vDiffuseUV;
  93. uniform sampler2D diffuseSampler;
  94. uniform vec2 vDiffuseInfos;
  95. #endif
  96. // Shadows
  97. #ifdef SHADOWS
  98. float unpack(vec4 color)
  99. {
  100. const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
  101. return dot(color, bit_shift);
  102. }
  103. #if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)
  104. uniform vec2 depthValues;
  105. float computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)
  106. {
  107. vec3 directionToLight = vPositionW - lightPosition;
  108. float depth = length(directionToLight);
  109. depth = clamp(depth, 0., 1.0);
  110. directionToLight = normalize(directionToLight);
  111. directionToLight.y = - directionToLight.y;
  112. float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;
  113. if (depth > shadow)
  114. {
  115. return darkness;
  116. }
  117. return 1.0;
  118. }
  119. float computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness, float mapSize)
  120. {
  121. vec3 directionToLight = vPositionW - lightPosition;
  122. float depth = length(directionToLight);
  123. depth = clamp(depth, 0., 1.0);
  124. float diskScale = 2.0 / mapSize;
  125. directionToLight = normalize(directionToLight);
  126. directionToLight.y = -directionToLight.y;
  127. float visibility = 1.;
  128. vec3 poissonDisk[4];
  129. poissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);
  130. poissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);
  131. poissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);
  132. poissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);
  133. // Poisson Sampling
  134. float biasedDepth = depth - bias;
  135. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;
  136. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;
  137. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;
  138. if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;
  139. return min(1.0, visibility + darkness);
  140. }
  141. #endif
  142. #if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)
  143. float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)
  144. {
  145. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  146. depth = 0.5 * depth + vec3(0.5);
  147. vec2 uv = depth.xy;
  148. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  149. {
  150. return 1.0;
  151. }
  152. float shadow = unpack(texture2D(shadowSampler, uv)) + bias;
  153. if (depth.z > shadow)
  154. {
  155. return darkness;
  156. }
  157. return 1.;
  158. }
  159. float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)
  160. {
  161. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  162. depth = 0.5 * depth + vec3(0.5);
  163. vec2 uv = depth.xy;
  164. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
  165. {
  166. return 1.0;
  167. }
  168. float visibility = 1.;
  169. vec2 poissonDisk[4];
  170. poissonDisk[0] = vec2(-0.94201624, -0.39906216);
  171. poissonDisk[1] = vec2(0.94558609, -0.76890725);
  172. poissonDisk[2] = vec2(-0.094184101, -0.92938870);
  173. poissonDisk[3] = vec2(0.34495938, 0.29387760);
  174. // Poisson Sampling
  175. float biasedDepth = depth.z - bias;
  176. if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;
  177. if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;
  178. if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;
  179. if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;
  180. return min(1.0, visibility + darkness);
  181. }
  182. // Thanks to http://devmaster.net/
  183. float unpackHalf(vec2 color)
  184. {
  185. return color.x + (color.y / 255.0);
  186. }
  187. float linstep(float low, float high, float v) {
  188. return clamp((v - low) / (high - low), 0.0, 1.0);
  189. }
  190. float ChebychevInequality(vec2 moments, float compare, float bias)
  191. {
  192. float p = smoothstep(compare - bias, compare, moments.x);
  193. float variance = max(moments.y - moments.x * moments.x, 0.02);
  194. float d = compare - moments.x;
  195. float p_max = linstep(0.2, 1.0, variance / (variance + d * d));
  196. return clamp(max(p, p_max), 0.0, 1.0);
  197. }
  198. float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)
  199. {
  200. vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
  201. depth = 0.5 * depth + vec3(0.5);
  202. vec2 uv = depth.xy;
  203. if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)
  204. {
  205. return 1.0;
  206. }
  207. vec4 texel = texture2D(shadowSampler, uv);
  208. vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
  209. return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);
  210. }
  211. #endif
  212. #endif
  213. #ifdef CLIPPLANE
  214. varying float fClipDistance;
  215. #endif
  216. // Fog
  217. #ifdef FOG
  218. #define FOGMODE_NONE 0.
  219. #define FOGMODE_EXP 1.
  220. #define FOGMODE_EXP2 2.
  221. #define FOGMODE_LINEAR 3.
  222. #define E 2.71828
  223. uniform vec4 vFogInfos;
  224. uniform vec3 vFogColor;
  225. varying float fFogDistance;
  226. float CalcFogFactor()
  227. {
  228. float fogCoeff = 1.0;
  229. float fogStart = vFogInfos.y;
  230. float fogEnd = vFogInfos.z;
  231. float fogDensity = vFogInfos.w;
  232. if (FOGMODE_LINEAR == vFogInfos.x)
  233. {
  234. fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
  235. }
  236. else if (FOGMODE_EXP == vFogInfos.x)
  237. {
  238. fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
  239. }
  240. else if (FOGMODE_EXP2 == vFogInfos.x)
  241. {
  242. fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
  243. }
  244. return clamp(fogCoeff, 0.0, 1.0);
  245. }
  246. #endif
  247. // Light Computing
  248. struct lightingInfo
  249. {
  250. vec3 diffuse;
  251. };
  252. lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {
  253. lightingInfo result;
  254. vec3 lightVectorW;
  255. float attenuation = 1.0;
  256. if (lightData.w == 0.)
  257. {
  258. vec3 direction = lightData.xyz - vPositionW;
  259. attenuation = max(0., 1.0 - length(direction) / range);
  260. lightVectorW = normalize(direction);
  261. }
  262. else
  263. {
  264. lightVectorW = normalize(-lightData.xyz);
  265. }
  266. // diffuse
  267. float ndl = max(0., dot(vNormal, lightVectorW));
  268. result.diffuse = ndl * diffuseColor * attenuation;
  269. return result;
  270. }
  271. lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {
  272. lightingInfo result;
  273. vec3 direction = lightData.xyz - vPositionW;
  274. vec3 lightVectorW = normalize(direction);
  275. float attenuation = max(0., 1.0 - length(direction) / range);
  276. // diffuse
  277. float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));
  278. float spotAtten = 0.0;
  279. if (cosAngle >= lightDirection.w)
  280. {
  281. cosAngle = max(0., pow(cosAngle, lightData.w));
  282. spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);
  283. // Diffuse
  284. float ndl = max(0., dot(vNormal, -lightDirection.xyz));
  285. result.diffuse = ndl * spotAtten * diffuseColor * attenuation;
  286. return result;
  287. }
  288. result.diffuse = vec3(0.);
  289. return result;
  290. }
  291. lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {
  292. lightingInfo result;
  293. // Diffuse
  294. float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
  295. result.diffuse = mix(groundColor, diffuseColor, ndl);
  296. return result;
  297. }
  298. void main(void) {
  299. // Clip plane
  300. #ifdef CLIPPLANE
  301. if (fClipDistance > 0.0)
  302. discard;
  303. #endif
  304. vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
  305. // Base color
  306. vec4 baseColor = vec4(1., 1., 1., 1.);
  307. vec3 diffuseColor = vDiffuseColor.rgb;
  308. // Alpha
  309. float alpha = vDiffuseColor.a;
  310. #ifdef DIFFUSE
  311. baseColor = texture2D(diffuseSampler, vDiffuseUV);
  312. #ifdef ALPHATEST
  313. if (baseColor.a < 0.4)
  314. discard;
  315. #endif
  316. baseColor.rgb *= vDiffuseInfos.y;
  317. #endif
  318. // Mix with normal color
  319. baseColor = mix(baseColor, vec4(vNormalW, 1.0), 0.5);
  320. #ifdef VERTEXCOLOR
  321. baseColor.rgb *= vColor.rgb;
  322. #endif
  323. // Bump
  324. #ifdef NORMAL
  325. vec3 normalW = normalize(vNormalW);
  326. #else
  327. vec3 normalW = vec3(1.0, 1.0, 1.0);
  328. #endif
  329. // Lighting
  330. vec3 diffuseBase = vec3(0., 0., 0.);
  331. float shadow = 1.;
  332. #ifdef LIGHT0
  333. #ifdef SPOTLIGHT0
  334. lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);
  335. #endif
  336. #ifdef HEMILIGHT0
  337. lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);
  338. #endif
  339. #if defined(POINTLIGHT0) || defined(DIRLIGHT0)
  340. lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);
  341. #endif
  342. #ifdef SHADOW0
  343. #ifdef SHADOWVSM0
  344. shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
  345. #else
  346. #ifdef SHADOWPCF0
  347. #if defined(POINTLIGHT0)
  348. shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x, shadowsInfo0.y);
  349. #else
  350. shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
  351. #endif
  352. #else
  353. #if defined(POINTLIGHT0)
  354. shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
  355. #else
  356. shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
  357. #endif
  358. #endif
  359. #endif
  360. #else
  361. shadow = 1.;
  362. #endif
  363. diffuseBase += info.diffuse * shadow;
  364. #endif
  365. #ifdef LIGHT1
  366. #ifdef SPOTLIGHT1
  367. info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);
  368. #endif
  369. #ifdef HEMILIGHT1
  370. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);
  371. #endif
  372. #if defined(POINTLIGHT1) || defined(DIRLIGHT1)
  373. info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);
  374. #endif
  375. #ifdef SHADOW1
  376. #ifdef SHADOWVSM1
  377. shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
  378. #else
  379. #ifdef SHADOWPCF1
  380. #if defined(POINTLIGHT1)
  381. shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x, shadowsInfo1.y);
  382. #else
  383. shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
  384. #endif
  385. #else
  386. #if defined(POINTLIGHT1)
  387. shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
  388. #else
  389. shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
  390. #endif
  391. #endif
  392. #endif
  393. #else
  394. shadow = 1.;
  395. #endif
  396. diffuseBase += info.diffuse * shadow;
  397. #endif
  398. #ifdef LIGHT2
  399. #ifdef SPOTLIGHT2
  400. info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);
  401. #endif
  402. #ifdef HEMILIGHT2
  403. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);
  404. #endif
  405. #if defined(POINTLIGHT2) || defined(DIRLIGHT2)
  406. info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);
  407. #endif
  408. #ifdef SHADOW2
  409. #ifdef SHADOWVSM2
  410. shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
  411. #else
  412. #ifdef SHADOWPCF2
  413. #if defined(POINTLIGHT2)
  414. shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x, shadowsInfo2.y);
  415. #else
  416. shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
  417. #endif
  418. #else
  419. #if defined(POINTLIGHT2)
  420. shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
  421. #else
  422. shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
  423. #endif
  424. #endif
  425. #endif
  426. #else
  427. shadow = 1.;
  428. #endif
  429. diffuseBase += info.diffuse * shadow;
  430. #endif
  431. #ifdef LIGHT3
  432. #ifdef SPOTLIGHT3
  433. info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);
  434. #endif
  435. #ifdef HEMILIGHT3
  436. info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);
  437. #endif
  438. #if defined(POINTLIGHT3) || defined(DIRLIGHT3)
  439. info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);
  440. #endif
  441. #ifdef SHADOW3
  442. #ifdef SHADOWVSM3
  443. shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
  444. #else
  445. #ifdef SHADOWPCF3
  446. #if defined(POINTLIGHT3)
  447. shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x, shadowsInfo3.y);
  448. #else
  449. shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
  450. #endif
  451. #else
  452. #if defined(POINTLIGHT3)
  453. shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
  454. #else
  455. shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
  456. #endif
  457. #endif
  458. #endif
  459. #else
  460. shadow = 1.;
  461. #endif
  462. diffuseBase += info.diffuse * shadow;
  463. #endif
  464. #ifdef VERTEXALPHA
  465. alpha *= vColor.a;
  466. #endif
  467. vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
  468. // Composition
  469. vec4 color = vec4(finalDiffuse, alpha);
  470. #ifdef FOG
  471. float fog = CalcFogFactor();
  472. color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
  473. #endif
  474. gl_FragColor = color;
  475. }