uniform sampler2D colorTexture;
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uniform float gradations;
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varying vec2 v_textureCoordinates;
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void main(void)
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{
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vec3 rgb = texture2D(colorTexture, v_textureCoordinates).rgb;
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#ifdef CZM_SELECTED_FEATURE
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if (czm_selected()) {
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gl_FragColor = vec4(rgb, 1.0);
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return;
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}
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#endif
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float luminance = czm_luminance(rgb);
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float darkness = luminance * gradations;
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darkness = (darkness - fract(darkness)) / gradations;
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gl_FragColor = vec4(vec3(darkness), 1.0);
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}
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