/**
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* Used as input to every material's czm_getMaterial function.
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*
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* @name czm_materialInput
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* @glslStruct
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*
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* @property {float} s 1D texture coordinates.
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* @property {vec2} st 2D texture coordinates.
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* @property {vec3} str 3D texture coordinates.
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* @property {vec3} normalEC Unperturbed surface normal in eye coordinates.
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* @property {mat3} tangentToEyeMatrix Matrix for converting a tangent space normal to eye space.
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* @property {vec3} positionToEyeEC Vector from the fragment to the eye in eye coordinates. The magnitude is the distance in meters from the fragment to the eye.
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* @property {float} height The height of the terrain in meters above or below the WGS84 ellipsoid. Only available for globe materials.
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* @property {float} slope The slope of the terrain in radians. 0 is flat; pi/2 is vertical. Only available for globe materials.
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* @property {float} aspect The aspect of the terrain in radians. 0 is East, pi/2 is North, pi is West, 3pi/2 is South. Only available for globe materials.
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*/
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struct czm_materialInput
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{
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float s;
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vec2 st;
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vec3 str;
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vec3 normalEC;
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mat3 tangentToEyeMatrix;
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vec3 positionToEyeEC;
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float height;
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float slope;
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float aspect;
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};
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