<@include gpu/Config.slh@> <$VERSION_HEADER$> // <$_SCRIBE_FILENAME$> // Generated on <$_SCRIBE_DATE$> // // Created by Sam Gateau on 5/5/2016. // Copyright 2016 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 graphics/Material.slh@> <@include graphics/MaterialTextures.slh@> <@include render-utils/ShaderConstants.h@> <@include LightingModel.slh@> <$declareMaterialTextures(ALBEDO)$> layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01; #define _texCoord0 _texCoord01.xy #define _texCoord1 _texCoord01.zw layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _color; layout(location=0) out vec4 _fragColor0; void main(void) { Material mat = getMaterial(); BITFIELD matKey = getMaterialKey(mat); <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$> float opacity = 1.0; <$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>; <$discardTransparent(opacity)$>; vec3 albedo = getMaterialAlbedo(mat); <$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>; albedo *= _color.rgb; _fragColor0 = vec4(albedo * isUnlitEnabled(), 1.0); }