Revision control
++ vec4 diffuse = vec4(0.0);
++ float ambientBrightness = 0.75; // 0...1.0
++ float directionalBrightness = 0.50; // 0...1.0
++ VARYING vec3 pos;
++ VARYING vec2 UV;
++ VARYING float overhigh;
++
++ void MAIN()
++ {
++ if ((any(greaterThan(UV, vec2(1.01)))) && (!any(greaterThan(UV0, vec2(1.0)))))
++ discard;
++
++ if (abs(pos.y) > graphHeight)
++ discard;
++
++ if (texture(height, UV).a != 1.0)
++ discard;
++
++ bool sides = (any(greaterThan(UV0, vec2(1.0))) || any(lessThan(UV0, vec2(0.0))));
++ if (sides && overhigh > 0)
++ discard;
++
++ vec4 color;
++ vec2 gradientUV;
++ switch (colorStyle) {
++ case 0: //Object gradient
++ gradientUV = vec2(gradientMin + pos.y * gradientHeight, 0.0);
++ color = texture(custex, gradientUV);
++ break;
++ case 1: //Range gradient
++ gradientUV = vec2(((VAR_WORLD_POSITION.y + rootScale) / 2.0) / rootScale, 0.0);
++ color = texture(custex, gradientUV);
++ break;
++ case 2: // Uniform color
++ color = uniformColor;
++ break;
++ }
++
++ if (textured && !sides) {
++ vec2 offsetNormalized = uvOffset * (1 / (vertCount - 1));
++ vec2 texUV = UV0 + offsetNormalized;
++ if (flipU)
++ texUV.x = 1 - texUV.x;
++ if (flipV)
++ texUV.y = 1 - texUV.y;
++ color = texture(baseColor, texUV);
++ }
++
++ // keep sides flat shaded always
++ if (flatShading || sides || overhigh > 0) {
++ if (lineData && !sides) {
++ NORMAL = -CAMERA_DIRECTION;
++ } else {
++ vec3 dpdx = dFdx(VAR_WORLD_POSITION);
++ vec3 dpdy = dFdy(VAR_WORLD_POSITION);
++ vec3 n = normalize(cross(dpdy,dpdx));
++ if (NEAR_CLIP_VALUE < 0.0) //effectively: if openGL
++ n = normalize(cross(dpdx,dpdy));
++ NORMAL = n;
++ }
++ }
++ diffuse = vec4(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;
++ }