<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // simple.frag // fragment shader // // Created by Clément Brisset on 5/29/15. // Copyright 2014 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 _normal; in vec3 _color; in vec2 _texCoord0; void main(void) { vec4 texel = texture(originalTexture, _texCoord0.st); packDeferredFragmentLightmap( normalize(_normal), glowIntensity * texel.a, _color.rgb, DEFAULT_SPECULAR, DEFAULT_SHININESS, texel.rgb); }