gradient.fragment.fx 2.1 KB

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  1. precision highp float;
  2. // Constants
  3. uniform vec3 vEyePosition;
  4. uniform vec4 vDiffuseColor;
  5. // Gradient variables
  6. uniform vec4 topColor;
  7. uniform vec4 bottomColor;
  8. uniform float offset;
  9. uniform float scale;
  10. uniform float smoothness;
  11. // Input
  12. varying vec3 vPositionW;
  13. varying vec3 vPosition;
  14. #ifdef NORMAL
  15. varying vec3 vNormalW;
  16. #endif
  17. #ifdef VERTEXCOLOR
  18. varying vec4 vColor;
  19. #endif
  20. // Helper functions
  21. #include<helperFunctions>
  22. // Lights
  23. #include<__decl__lightFragment>[0]
  24. #include<__decl__lightFragment>[1]
  25. #include<__decl__lightFragment>[2]
  26. #include<__decl__lightFragment>[3]
  27. #include<lightsFragmentFunctions>
  28. #include<shadowsFragmentFunctions>
  29. // Samplers
  30. #ifdef DIFFUSE
  31. varying vec2 vDiffuseUV;
  32. uniform sampler2D diffuseSampler;
  33. uniform vec2 vDiffuseInfos;
  34. #endif
  35. #include<clipPlaneFragmentDeclaration>
  36. // Fog
  37. #include<fogFragmentDeclaration>
  38. void main(void) {
  39. #include<clipPlaneFragment>
  40. vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
  41. float h = vPosition.y * scale + offset;
  42. float mysmoothness = clamp(smoothness, 0.01, max(smoothness, 10.));
  43. vec4 baseColor = mix(bottomColor, topColor, max(pow(max(h, 0.0), mysmoothness), 0.0));
  44. // Base color
  45. vec3 diffuseColor = baseColor.rgb;
  46. // Alpha
  47. float alpha = baseColor.a;
  48. #ifdef ALPHATEST
  49. if (baseColor.a < 0.4)
  50. discard;
  51. #endif
  52. #include<depthPrePass>
  53. #ifdef VERTEXCOLOR
  54. baseColor.rgb *= vColor.rgb;
  55. #endif
  56. // Bump
  57. #ifdef NORMAL
  58. vec3 normalW = normalize(vNormalW);
  59. #else
  60. vec3 normalW = vec3(1.0, 1.0, 1.0);
  61. #endif
  62. // Lighting
  63. vec3 diffuseBase = vec3(0., 0., 0.);
  64. lightingInfo info;
  65. float shadow = 1.;
  66. float glossiness = 0.;
  67. #include<lightFragment>[0]
  68. #include<lightFragment>[1]
  69. #include<lightFragment>[2]
  70. #include<lightFragment>[3]
  71. #ifdef VERTEXALPHA
  72. alpha *= vColor.a;
  73. #endif
  74. vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
  75. // Composition
  76. vec4 color = vec4(finalDiffuse, alpha);
  77. #include<fogFragment>
  78. gl_FragColor = color;
  79. }