<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // simple_transparent_web_browser_overlay.slf // fragment shader // // Created by Anthony Thibault on 1/30/17. // Copyright 2017 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 // // Same as simple_transparent_web_browser.slf except frame buffer is sRGB, So colorToLinearRGBA is not necessary. // <@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); _fragColor0 = vec4(_color.rgb * texel.rgb, _color.a); }