<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // model_translucent_normal_map.frag // fragment shader // // Created by Olivier Prat on 23/01/2018. // Copyright 2018 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 DeferredGlobalLight.slh@> <$declareEvalGlobalLightingAlphaBlendedWithHaze()$> <@include LightLocal.slh@> <@include gpu/Transform.slh@> <$declareStandardCameraTransform()$> <@include graphics/MaterialTextures.slh@> <$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$> <@include render-utils/ShaderConstants.h@> layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01; #define _texCoord0 _texCoord01.xy #define _texCoord1 _texCoord01.zw layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES; layout(location=RENDER_UTILS_ATTR_POSITION_WS) in vec4 _positionWS; layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS; layout(location=RENDER_UTILS_ATTR_TANGENT_WS) in vec3 _tangentWS; layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _color; layout(location=0) out vec4 _fragColor; void main(void) { Material mat = getMaterial(); int matKey = getMaterialKey(mat); <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex)$> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$> float opacity = getMaterialOpacity(mat) * _color.a; <$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>; <$discardInvisible(opacity)$>; vec3 albedo = getMaterialAlbedo(mat); <$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>; albedo *= _color.rgb; float roughness = getMaterialRoughness(mat); <$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>; float metallic = getMaterialMetallic(mat); vec3 fresnel = getFresnelF0(metallic, albedo); vec3 emissive = getMaterialEmissive(mat); <$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>; vec3 fragPositionES = _positionES.xyz; vec3 fragPositionWS = _positionWS.xyz; // Lighting is done in world space vec3 fragNormalWS; <$evalMaterialNormalLOD(_positionES, normalTex, _normalWS, _tangentWS, fragNormalWS)$> TransformCamera cam = getTransformCamera(); vec3 fragToEyeWS = cam._viewInverse[3].xyz - fragPositionWS; vec3 fragToEyeDirWS = normalize(fragToEyeWS); SurfaceData surfaceWS = initSurfaceData(roughness, fragNormalWS, fragToEyeDirWS); vec4 localLighting = vec4(0.0); <$fetchClusterInfo(_positionWS)$>; if (hasLocalLights(numLights, clusterPos, dims)) { localLighting = evalLocalLighting(cluster, numLights, fragPositionWS, surfaceWS, metallic, fresnel, albedo, 0.0, vec4(0), vec4(0), opacity); } _fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze( cam._viewInverse, 1.0, occlusionTex, fragPositionES, fragPositionWS, albedo, fresnel, metallic, emissive, surfaceWS, opacity, localLighting.rgb), opacity); }