uniform vec3 diffuse; uniform float opacity; #ifndef FLAT_SHADED varying vec3 vNormal; #endif #include // /mainLightMaps/MAT/meshBasicBuilder_SEA/globals1 uniform vec2 resolution; // /mainLightMaps/MAT/meshBasicBuilder_SEA/param1 uniform float v_POLY_param_swipeStart; // /mainLightMaps/MAT/meshBasicBuilder_SEA/param2 uniform float v_POLY_param_swipeEnd; // /mainLightMaps/MAT/meshBasicBuilder_SEA/texture1 uniform sampler2D v_POLY_texture_texturePlain; // /mainLightMaps/MAT/meshBasicBuilder_SEA/texture2 uniform sampler2D v_POLY_texture_textureWireframe; // /mainLightMaps/MAT/meshBasicBuilder_SEA/globals1 varying vec2 v_POLY_globals1_uv; #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include vec4 diffuseColor = vec4( diffuse, opacity ); // /mainLightMaps/MAT/meshBasicBuilder_SEA/globals1 vec4 v_POLY_globals1_gl_FragCoord = gl_FragCoord; vec2 v_POLY_globals1_resolution = resolution; // /mainLightMaps/MAT/meshBasicBuilder_SEA/param1 float v_POLY_param1_val = v_POLY_param_swipeStart; // /mainLightMaps/MAT/meshBasicBuilder_SEA/param2 float v_POLY_param2_val = v_POLY_param_swipeEnd; // /mainLightMaps/MAT/meshBasicBuilder_SEA/texture1 vec4 v_POLY_texture1_rgba = texture2D(v_POLY_texture_texturePlain, v_POLY_globals1_uv); // /mainLightMaps/MAT/meshBasicBuilder_SEA/texture2 vec4 v_POLY_texture2_rgba = texture2D(v_POLY_texture_textureWireframe, v_POLY_globals1_uv); // /mainLightMaps/MAT/meshBasicBuilder_SEA/vec4ToFloat1 float v_POLY_vec4ToFloat1_y = v_POLY_globals1_gl_FragCoord.y; // /mainLightMaps/MAT/meshBasicBuilder_SEA/vec2ToFloat1 float v_POLY_vec2ToFloat1_y = v_POLY_globals1_resolution.y; // /mainLightMaps/MAT/meshBasicBuilder_SEA/divide1 float v_POLY_divide1_divide = (v_POLY_vec4ToFloat1_y / v_POLY_vec2ToFloat1_y / 1.0); // /mainLightMaps/MAT/meshBasicBuilder_SEA/compare1 bool v_POLY_compare1_val = (v_POLY_divide1_divide < v_POLY_param1_val); // /mainLightMaps/MAT/meshBasicBuilder_SEA/compare2 bool v_POLY_compare2_val = (v_POLY_divide1_divide > v_POLY_param2_val); // /mainLightMaps/MAT/meshBasicBuilder_SEA/and1 bool v_POLY_and1_and = v_POLY_compare1_val && v_POLY_compare2_val; // /mainLightMaps/MAT/meshBasicBuilder_SEA/twoWaySwitch1 float v_POLY_twoWaySwitch1_val; if(v_POLY_and1_and){ v_POLY_twoWaySwitch1_val = 1.0; } else { v_POLY_twoWaySwitch1_val = 0.0; } // /mainLightMaps/MAT/meshBasicBuilder_SEA/mix1 vec4 v_POLY_mix1_mix = mix(v_POLY_texture1_rgba, v_POLY_texture2_rgba, v_POLY_twoWaySwitch1_val); // /mainLightMaps/MAT/meshBasicBuilder_SEA/vec4ToVec3_1 vec3 v_POLY_vec4ToVec3_1_vec3 = v_POLY_mix1_mix.xyz; // /mainLightMaps/MAT/meshBasicBuilder_SEA/output1 diffuseColor.xyz = v_POLY_vec4ToVec3_1_vec3; #include #include #include #include #include #include ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); #ifdef USE_LIGHTMAP vec4 lightMapTexel = texture2D( lightMap, vUv2 ); reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI; #else reflectedLight.indirectDiffuse += vec3( 1.0 ); #endif #include reflectedLight.indirectDiffuse *= diffuseColor.rgb; vec3 outgoingLight = reflectedLight.indirectDiffuse; #include #include #include #include #include #include #include }