// This file is automatically rebuilt by the Cesium build process. /*global define*/ define(function() { "use strict"; return "uniform float u_morphTime;\n\ \n\ varying vec3 v_positionMC;\n\ varying vec3 v_positionEC;\n\ varying vec2 v_textureCoordinates;\n\ \n\ void main()\n\ {\n\ czm_materialInput materialInput;\n\ \n\ // TODO: Real 1D distance, and better 3D coordinate\n\ materialInput.st = v_textureCoordinates;\n\ materialInput.str = vec3(v_textureCoordinates, 0.0);\n\ materialInput.positionMC = v_positionMC;\n\ \n\ //Convert tangent space material normal to eye space\n\ materialInput.normalEC = normalize(czm_normal3D * czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)));\n\ materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, materialInput.normalEC);\n\ \n\ //Convert view vector to world space\n\ vec3 positionToEyeEC = -v_positionEC; \n\ materialInput.positionToEyeEC = positionToEyeEC;\n\ \n\ czm_material material = czm_getMaterial(materialInput);\n\ \n\ gl_FragColor = czm_phong(normalize(positionToEyeEC), material);\n\ }\n\ "; });