<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // overlay3D-model_transparent_unlit.slf // fragment shader // // Created by Sam Gateau on 2/28/2017. // 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 LightingModel.slh@> <@include graphics/Material.slh@> <@include MaterialTextures.slh@> <$declareMaterialTextures(ALBEDO)$> in vec2 _texCoord0; in vec3 _color; out vec4 _fragColor; void main(void) { Material mat = getMaterial(); BITFIELD matKey = getMaterialKey(mat); <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$> float opacity = 1.0; <$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>; vec3 albedo = getMaterialAlbedo(mat); <$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>; albedo *= _color; vec4 color = vec4(albedo * isUnlitEnabled(), opacity); _fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w); }