<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // simple_transparent_textured_unlit.slf // fragment shader // // Created by Sam Gateau on 4/3/17. // Copyright 2017 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 gpu/Color.slh@> // the albedo texture uniform sampler2D originalTexture; in vec4 _color; in vec2 _texCoord0; layout(location = 0) out vec4 _fragColor0; void main(void) { vec4 texel = texture(originalTexture, _texCoord0.st); float colorAlpha = _color.a; if (_color.a <= 0.0) { texel = color_sRGBAToLinear(texel); colorAlpha = -_color.a; } _fragColor0 = vec4(_color.rgb * texel.rgb, colorAlpha * texel.a); }