vec4 diffuse = vec4(0.0); float ambientBrightness = 0.75; // 0...1.0 float directionalBrightness = 0.75; // 0...1.0 VARYING vec3 pos; void MAIN() { vec4 color; vec2 gradientUV; switch(colorStyle) { case 0: //uniform gradientUV = vec2((pos.y + 1.0) / 2.0, 0.0); //for highlight only color = normalize(uniformColor.rgba); break; case 1: // objectgradient gradientUV = vec2((pos.y + 1.0) / 2.0, 0.0); color = texture(custex, gradientUV); break; case 2: //rangegradient if (valueColoring) gradientUV = vec2(heightValue, 0); else gradientUV = vec2(((VAR_WORLD_POSITION.y + rootScale) / 2.0) / rootScale, 0.0); color = texture(custex, gradientUV); break; } diffuse = color; BASE_COLOR = diffuse; } void AMBIENT_LIGHT() { DIFFUSE += diffuse.rgb * TOTAL_AMBIENT_COLOR * ambientBrightness; } void DIRECTIONAL_LIGHT() { DIFFUSE += diffuse.rgb * directionalBrightness * LIGHT_COLOR * SHADOW_CONTRIB * vec3(max(0.0, dot(normalize(NORMAL), TO_LIGHT_DIR))); } void SPECULAR_LIGHT() { vec3 H = normalize(VIEW_VECTOR + TO_LIGHT_DIR); float cosAlpha = max(0.0, dot(H, normalize(NORMAL))); float shine = pow(cosAlpha, shininess); const vec3 specularColor = vec3(specularBrightness); SPECULAR += shine * specularColor; }