Revision control
++ vec4 diffuse = vec4(0.0);
++ float ambientBrightness = 0.75; // 0...1.0
++ float directionalBrightness = 0.75; // 0...1.0
++ VARYING vec3 pos;
++
++ void MAIN()
++ {
++ vec4 color;
++ vec2 gradientUV;
++ switch(colorStyle) {
++ case 0: //uniform
++ gradientUV = vec2((pos.y + 1.0) / 2.0, 0.0); //for highlight only
++ color = normalize(uniformColor.rgba);
++ break;
++ case 1: // objectgradient
++ gradientUV = vec2((pos.y + 1.0) / 2.0, 0.0);
++ color = texture(custex, gradientUV);
++ 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);
++ break;
++ }
++
++ diffuse = color;
++ BASE_COLOR = diffuse;
++ }
++
++ void AMBIENT_LIGHT()
++ {
++ 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;
++ }
++
++ void POST_PROCESS()
++ {
++ if (shaded)
++ COLOR_SUM = vec4(DIFFUSE.rgb + SPECULAR + EMISSIVE, DIFFUSE.a);
++ else
++ COLOR_SUM = diffuse;
++ }