<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // simple_transparent_textured.frag // fragment shader // // Created by Sam Gateau on 4/3/17. // Copyright 2017 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include gpu/Color.slh@> <@include DeferredBufferWrite.slh@> <@include render-utils/ShaderConstants.h@> // the albedo texture LAYOUT(binding=0) uniform sampler2D originalTexture; // the interpolated normal layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS; layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _color; layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01; #define _texCoord0 _texCoord01.xy #define _texCoord1 _texCoord01.zw void main(void) { vec4 texel = texture(originalTexture, _texCoord0); texel = mix(texel, color_sRGBAToLinear(texel), float(_color.a <= 0.0)); texel.rgb *= _color.rgb; texel.a *= abs(_color.a); packDeferredFragmentTranslucent( normalize(_normalWS), texel.a, texel.rgb, DEFAULT_ROUGHNESS); }