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1 | 18x | export default "\nuniform mat4 viewMatrix;\nuniform float opacity;\nuniform mat4 projectionMatrix;\n\nuniform vec3 fogColor;\nuniform float fogNear;\nuniform float fogFar;\nuniform float uDepth;\nuniform vec3 directionalLightColor[ 1 ];\n\nvarying vec3 vColor;\nvarying vec2 mapping;\nvarying float rval;\nvarying vec3 vLight;\nvarying vec3 center;\n\n//DEFINEFRAGCOLOR\n\nvoid main() {\n float lensqr = dot(mapping,mapping);\n float rsqr = rval*rval;\n if(lensqr > rsqr)\n discard;\n float z = sqrt(rsqr-lensqr);\n vec3 cameraPos = center+ vec3(mapping.x,mapping.y,z);\n vec4 clipPos = projectionMatrix * vec4(cameraPos, 1.0);\n float ndcDepth = clipPos.z / clipPos.w;\n gl_FragDepthEXT = ((gl_DepthRange.diff * ndcDepth) + gl_DepthRange.near + gl_DepthRange.far) / 2.0;\n vec3 norm = normalize(vec3(mapping.x,mapping.y,z));\n float dotProduct = dot( norm, vLight );\n vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n vec3 vLight = directionalLightColor[ 0 ] * directionalLightWeighting;\n gl_FragColor = vec4(vLight*vColor, opacity*opacity );\n float fogFactor = smoothstep( fogNear, fogFar, gl_FragDepthEXT/gl_FragCoord.w );\n gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n\n\n}\n\n"; |