<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // material_opaque_unlit.frag // fragment shader // // Created by Sam Gateau on 5/5/2016. // 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 DeferredBufferWrite.slh@> <@include LightingModel.slh@> <@include graphics/Material.slh@> <@include MaterialTextures.slh@> <$declareMaterialTextures(ALBEDO)$> in vec2 _texCoord0; in vec3 _normalWS; in vec3 _color; in float _alpha; void main(void) { Material mat = getMaterial(); BITFIELD matKey = getMaterialKey(mat); <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$> float opacity = 1.0; <$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>; <$discardTransparent(opacity)$>; vec3 albedo = getMaterialAlbedo(mat); <$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>; albedo *= _color; packDeferredFragmentUnlit( normalize(_normalWS), opacity, albedo * isUnlitEnabled()); }