Sha256: cb2e038837399ac00ad2f2a025d042b8d47abf3fcbc8d5bbe79eb841a9ad9ef2
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Size: 1.49 KB
Versions: 19
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Stored size: 1.49 KB
Contents
uniform vec3 diffuse; uniform vec3 emissive; uniform float opacity; in vec3 vLightFront; #ifdef DOUBLE_SIDED in vec3 vLightBack; #endif #include common #include color_pars_fragment #include map_pars_fragment #include alphamap_pars_fragment #include lightmap_pars_fragment #include envmap_pars_fragment #include fog_pars_fragment #include shadowmap_pars_fragment #include specularmap_pars_fragment #include logdepthbuf_pars_fragment void main() { vec3 outgoingLight = vec3( 0.0 ); // outgoing light does not have an alpha, the surface does vec4 diffuseColor = vec4( diffuse, opacity ); #include logdepthbuf_fragment #include map_fragment #include color_fragment #include alphamap_fragment #include alphatest_fragment #include specularmap_fragment #ifdef DOUBLE_SIDED float isFront = float( gl_FrontFacing ); fragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack; if ( gl_FrontFacing ) outgoingLight += diffuseColor.rgb * vLightFront + emissive; else outgoingLight += diffuseColor.rgb * vLightBack + emissive; #else outgoingLight += diffuseColor.rgb * vLightFront + emissive; #endif #include lightmap_fragment #include envmap_fragment #include shadowmap_fragment #include linear_to_gamma_fragment #include fog_fragment // fragColor = vec4( outgoingLight, diffuseColor.a ); // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects fragColor = vec4(outgoingLight, diffuseColor.a); }
Version data entries
19 entries across 19 versions & 2 rubygems