#ifndef RIMLIGHT_GLSL #define RIMLIGHT_GLSL vec3 get_rimlight() { #ifdef RIM vec3 n = normalize(mat3(M) * v_normal); // convert normal to view space vec3 p = (M * vec4(v_position,1.0)).xyz; // convert position to view space vec3 v = vec3(0,-1,0); if (!u_rimambient) { v = normalize(u_rimpivot-p); } float rim = 1.0 - max(dot(v,n), 0.0); vec3 col = u_rimcolor*(pow(smoothstep(1.0-u_rimrange.x,u_rimrange.y,rim), u_rimrange.z)); return col; #else return vec3(0); #endif } #endif