<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // simple_transparent_textured_fade.frag // fragment shader // // Created by Olivier Prat on 06/05/17. // 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@> <@include DeferredBufferWrite.slh@> <@include DeferredGlobalLight.slh@> <$declareEvalGlobalLightingAlphaBlendedWithHaze()$> <@include gpu/Transform.slh@> <$declareStandardCameraTransform()$> <@include Fade.slh@> <@include render-utils/ShaderConstants.h@> // the albedo texture LAYOUT(binding=0) uniform sampler2D originalTexture; layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES; layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS; layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _color; layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01; #define _texCoord0 _texCoord01.xy #define _texCoord1 _texCoord01.zw layout(location=RENDER_UTILS_ATTR_POSITION_WS) in vec4 _positionWS; // Declare after all samplers to prevent sampler location mix up with originalTexture <$declareFadeFragmentInstanced()$> void main(void) { vec3 fadeEmissive; FadeObjectParams fadeParams; <$fetchFadeObjectParamsInstanced(fadeParams)$> applyFade(fadeParams, _positionWS.xyz, fadeEmissive); vec4 texel = texture(originalTexture, _texCoord0.st); float opacity = _color.a; if (_color.a <= 0.0) { texel = color_sRGBAToLinear(texel); opacity = -_color.a; } opacity *= texel.a; vec3 albedo = _color.rgb * texel.rgb; vec3 fragPosition = _positionES.xyz; vec3 fragNormal = normalize(_normalWS); TransformCamera cam = getTransformCamera(); _fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze( cam._viewInverse, 1.0, 1.0, fragPosition, fragNormal, albedo, DEFAULT_FRESNEL, 0.0f, fadeEmissive, DEFAULT_ROUGHNESS, opacity), opacity); }