overte-Armored-Dragon/libraries/entities-renderer/src/paintStroke.slf
2015-12-22 12:03:03 -08:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// paintStroke.frag
// fragment shader
//
// Created by Eric Levin on 8/10/2015
// Copyright 2015 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 DeferredBufferWrite.slh@>
// the diffuse texture
uniform sampler2D originalTexture;
// the interpolated normal
in vec3 interpolatedNormal;
in vec2 varTexcoord;
in vec4 varColor;
struct PolyLineUniforms {
vec3 color;
};
uniform polyLineBuffer {
PolyLineUniforms polyline;
};
void main(void) {
vec4 texel = texture(originalTexture, varTexcoord);
int frontCondition = 1 -int(gl_FrontFacing) * 2;
vec3 color = varColor.rgb;
packDeferredFragmentTranslucent(
interpolatedNormal * frontCondition,
texel.a,
polyline.color * texel.rgb,
vec3(0.01, 0.01, 0.01),
10.0);
}