meshbasic_frag.glsl 1.1 KB

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  1. uniform vec3 diffuse;
  2. uniform float opacity;
  3. #ifndef FLAT_SHADED
  4. varying vec3 vNormal;
  5. #endif
  6. #include <common>
  7. #include <color_pars_fragment>
  8. #include <uv_pars_fragment>
  9. #include <uv2_pars_fragment>
  10. #include <map_pars_fragment>
  11. #include <alphamap_pars_fragment>
  12. #include <aomap_pars_fragment>
  13. #include <envmap_pars_fragment>
  14. #include <fog_pars_fragment>
  15. #include <specularmap_pars_fragment>
  16. #include <logdepthbuf_pars_fragment>
  17. void main() {
  18. vec4 diffuseColor = vec4( diffuse, opacity );
  19. #include <logdepthbuf_fragment>
  20. #include <map_fragment>
  21. #include <color_fragment>
  22. #include <alphamap_fragment>
  23. #include <alphatest_fragment>
  24. #include <specularmap_fragment>
  25. ReflectedLight reflectedLight;
  26. reflectedLight.directDiffuse = vec3( 0.0 );
  27. reflectedLight.directSpecular = vec3( 0.0 );
  28. reflectedLight.indirectDiffuse = diffuseColor.rgb;
  29. reflectedLight.indirectSpecular = vec3( 0.0 );
  30. #include <aomap_fragment>
  31. vec3 outgoingLight = reflectedLight.indirectDiffuse;
  32. #include <envmap_fragment>
  33. gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );
  34. #include <fog_fragment>
  35. #include <premultiply_alpha_fragment>
  36. }
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