<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // sdf_text3D_transparent.frag // fragment shader // // Created by Bradley Austin Davis on 2015-02-04 // Based on fragment shader code from // https://github.com/paulhoux/Cinder-Samples/blob/master/TextRendering/include/text/Text.cpp // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html <@include DefaultMaterials.slh@> <@include ForwardGlobalLight.slh@> <$declareEvalSkyboxGlobalColor()$> <@include gpu/Transform.slh@> <$declareStandardCameraTransform()$> <@include render-utils/ShaderConstants.h@> <@include sdf_text3D.slh@> <$declareEvalSDFSuperSampled()$> layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES; 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 layout(location=0) out vec4 _fragColor0; void main() { float a = evalSDFSuperSampled(_texCoord0); float alpha = a * _color.a; if (alpha <= 0.0) { discard; } TransformCamera cam = getTransformCamera(); vec3 fragPosition = _positionES.xyz; _fragColor0 = vec4(evalSkyboxGlobalColor( cam._viewInverse, 1.0, DEFAULT_OCCLUSION, fragPosition, normalize(_normalWS), _color.rgb, DEFAULT_FRESNEL, DEFAULT_METALLIC, DEFAULT_ROUGHNESS), 1.0); }