<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // model_translucent_unlit.frag // fragment shader // // Created by Zach Pomerantz on 2/3/2016. // Copyright 2016 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 MaterialTextures.slh@> <$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$> <@include LightingModel.slh@> in vec2 _texCoord0; in vec3 _color; in float _alpha; out vec4 _fragColor; void main(void) { Material mat = getMaterial(); BITFIELD matKey = getMaterialKey(mat); <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$> float opacity = getMaterialOpacity(mat) * _alpha; <$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>; vec3 albedo = getMaterialAlbedo(mat); <$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>; albedo *= _color; _fragColor = vec4(albedo * isUnlitEnabled(), opacity); }