<@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 gpu/Color.slh@> <@include DeferredBufferWrite.slh@> // the albedo texture uniform sampler2D originalTexture; // the interpolated normal in vec3 _normal; in vec4 _color; in vec2 _texCoord0; void main(void) { vec4 texel = texture(originalTexture, _texCoord0.st); if (_color.a <= 0.0) { texel = colorToLinearRGBA(texel); } const float ALPHA_THRESHOLD = 0.999; if (_color.a * texel.a < ALPHA_THRESHOLD) { packDeferredFragmentTranslucent( normalize(_normal), _color.a * texel.a, _color.rgb * texel.rgb, DEFAULT_FRESNEL, DEFAULT_ROUGHNESS); } else { packDeferredFragmentUnlit( normalize(_normal), 1.0, _color.rgb * texel.rgb); } }