#include #ifndef CC_SURFACES_FRAGMENT_MODIFY_BASECOLOR_AND_TOONSHADE // depends on CC_SURFACES_FRAGMENT_MODIFY_BASECOLOR_AND_TOONSHADE void SurfacesFragmentModifyBaseColorAndToonShade(out vec4 baseColorAndTransparency, out vec3 shade1, out vec3 shade2, in vec3 baseColor) { baseColorAndTransparency = FSInput_vertexColor; shade1 = shade2 = vec3(0.0); } #endif #ifndef CC_SURFACES_FRAGMENT_MODIFY_TOON_STEP_AND_FEATHER // depends on CC_SURFACES_FRAGMENT_MODIFY_TOON_STEP_AND_FEATHER vec4 SurfacesFragmentModifyToonStepAndFeather() { return vec3(0.8, 0.001, 0.5, 0.001); } #endif #ifndef CC_SURFACES_FRAGMENT_MODIFY_TOON_SHADOW_COVER // depends on CC_SURFACES_FRAGMENT_MODIFY_TOON_SHADOW_COVER float SurfacesFragmentModifyToonShadowCover() { return 0.5; } #endif #ifndef CC_SURFACES_FRAGMENT_MODIFY_TOON_SPECULAR // depends on CC_SURFACES_FRAGMENT_MODIFY_TOON_SPECULAR vec4 SurfacesFragmentModifyToonSpecular() { return vec4(1.0, 1.0, 1.0, 0.3); } #endif