<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // model.frag // fragment shader // // Created by Andrzej Kapolka on 10/14/13. // Copyright 2013 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 DeferredBufferWrite.slh@> <@include model/Material.slh@> // the diffuse texture uniform sampler2D diffuseMap; in vec4 _position; in vec3 _normal; in vec3 _color; in vec2 _texCoord0; void main(void) { // Fetch diffuse map vec4 diffuse = texture(diffuseMap, _texCoord0); Material mat = getMaterial(); packDeferredFragment( normalize(_normal.xyz), evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a), getMaterialDiffuse(mat) * diffuse.rgb * _color, getMaterialSpecular(mat), getMaterialShininess(mat)); }