<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // model_normal_map.frag // fragment shader // // Created by Andrzej Kapolka on 5/6/14. // 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 DeferredBufferWrite.slh@> <@include graphics/Material.slh@> <@include MaterialTextures.slh@> <$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC, EMISSIVE, OCCLUSION, SCATTERING)$> in vec4 _positionES; in vec2 _texCoord0; in vec2 _texCoord1; in vec3 _normalWS; in vec3 _tangentWS; in vec3 _color; void main(void) { Material mat = getMaterial(); BITFIELD matKey = getMaterialKey(mat); <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex, scatteringTex)$> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$> float opacity = 1.0; <$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>; <$discardTransparent(opacity)$>; vec3 albedo = getMaterialAlbedo(mat); <$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>; albedo *= _color; float roughness = getMaterialRoughness(mat); <$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>; vec3 emissive = getMaterialEmissive(mat); <$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>; vec3 fragNormalWS; <$evalMaterialNormalLOD(_positionES, normalTex, _normalWS, _tangentWS, fragNormalWS)$> float metallic = getMaterialMetallic(mat); <$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>; float scattering = getMaterialScattering(mat); <$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>; packDeferredFragment( normalize(fragNormalWS.xyz), opacity, albedo, roughness, metallic, emissive, occlusionTex, scattering); }