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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;
}