<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // overlay3D_translucent.slf // fragment shader // // Created by Sam Gateau on 6/16/15. // 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 model/Light.slh@> <$declareLightBuffer()$> <$declareLightAmbientBuffer()$> <@include LightingModel.slh@> <@include LightDirectional.slh@> <$declareLightingDirectional()$> <@include gpu/Transform.slh@> <$declareStandardCameraTransform()$> vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 fresnel, float roughness, float opacity) { // Need the light now Light light = getLight(); vec3 lightDirection = getLightDirection(light); vec3 lightIrradiance = getLightIrradiance(light); LightAmbient ambient = getLightAmbient(); TransformCamera cam = getTransformCamera(); vec3 fragNormal; <$transformEyeToWorldDir(cam, normal, fragNormal)$> vec3 fragEyeVectorView = normalize(-position); vec3 fragEyeDir; <$transformEyeToWorldDir(cam, fragEyeVectorView, fragEyeDir)$> vec3 color = opacity * albedo * getLightColor(light) * getLightAmbientIntensity(ambient); // Directional vec3 directionalDiffuse; vec3 directionalSpecular; evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation); color += directionalDiffuse; color += directionalSpecular / opacity; return vec4(color, opacity); } uniform sampler2D originalTexture; in vec2 _texCoord0; in vec4 _position; in vec3 _normal; in vec3 _color; in float _alpha; out vec4 _fragColor; void main(void) { vec4 albedo = texture(originalTexture, _texCoord0); vec3 fragPosition = _position.xyz; vec3 fragNormal = normalize(_normal); vec3 fragAlbedo = albedo.rgb * _color; float fragMetallic = 0.0; vec3 fragSpecular = vec3(0.1); float fragRoughness = 0.9; float fragOpacity = albedo.a * _alpha; vec4 color = evalGlobalColor(1.0, fragPosition, fragNormal, fragAlbedo, fragMetallic, fragSpecular, fragRoughness, fragOpacity); // Apply standard tone mapping _fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w); }