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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;
}
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