1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
|
vec4 diffuse = vec4(0.0);
float ambientBrightness = 0.75; // 0...1.0
float directionalBrightness = 0.75; // 0...1.0
VARYING vec3 pos;
VARYING vec3 instanceColor;
VARYING float instanceAlpha;
VARYING float heightValue;
void MAIN()
{
vec3 color;
vec2 gradientUV;
float alpha;
switch(colorStyle) {
case 0: //uniform
gradientUV = vec2((pos.y + 1.0) / 2.0, 0.0); //for highlight only
color = normalize(uniformColor.rgb);
color *= instanceColor;
alpha = instanceAlpha;
break;
case 1: // objectgradient
gradientUV = vec2((pos.y + 1.0) / 2.0, 0.0);
color = texture(custex, gradientUV).xyz;
alpha = texture(custex, gradientUV).w;
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).xyz;
alpha = texture(custex, gradientUV).w;
break;
}
if (isHighlight) {
color = texture(custex, gradientUV).xyz;
alpha = texture(custex, gradientUV).w;
}
diffuse = vec4(color, alpha);
BASE_COLOR = diffuse;
}
void AMBIENT_LIGHT()
{
if (colorStyle == 0)
DIFFUSE += diffuse.rgb * ambientBrightness;
else
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;
}
|