<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // overlay3D_translucent.slf // fragment shader // // Created by Sam Gateau on 6/16/15. // Copyright 2015 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 DeferredLighting.slh@> <@include model/Light.slh@> <@include gpu/Transform.slh@> <$declareStandardCameraTransform()$> vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss, float opacity) { // Need the light now Light light = getLight(); TransformCamera cam = getTransformCamera(); vec3 fragNormal; <$transformEyeToWorldDir(cam, normal, fragNormal)$> vec3 fragEyeVectorView = normalize(-position); vec3 fragEyeDir; <$transformEyeToWorldDir(cam, fragEyeVectorView, fragEyeDir)$> vec3 color = opacity * diffuse.rgb * getLightColor(light) * getLightAmbientIntensity(light); vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss); color += vec3(diffuse * shading.w * opacity + shading.rgb) * shadowAttenuation * getLightColor(light) * getLightIntensity(light); return vec4(color, opacity); } uniform sampler2D originalTexture; in vec2 _texCoord0; in vec4 _position; in vec3 _normal; in vec3 _color; in float _alpha; out vec4 _fragColor; void main(void) { vec4 diffuse = texture(originalTexture, _texCoord0); vec3 fragPosition = _position.xyz; vec3 fragNormal = normalize(_normal); vec3 fragDiffuse = diffuse.rgb * _color; vec3 fragSpecular = vec3(0.1); float fragGloss = 10.0 / 128.0; float fragOpacity = diffuse.a * _alpha; vec4 color = evalGlobalColor(1.0, fragPosition, fragNormal, fragDiffuse, fragSpecular, fragGloss, fragOpacity); // Apply standard tone mapping _fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w); }