<@include gpu/Config.slh@> <$VERSION_HEADER$> // <$_SCRIBE_FILENAME$> // Generated on <$_SCRIBE_DATE$> // // Created by Andrzej Kapolka on 9/15/14. // Copyright 2014 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 // <@if not HIFI_USE_TRANSLUCENT@> <@include DeferredBufferWrite.slh@> <@else@> <@include DefaultMaterials.slh@> <@include GlobalLight.slh@> <$declareEvalGlobalLightingAlphaBlended()$> layout(location=0) out vec4 _fragColor0; <@endif@> <@include gpu/Transform.slh@> <$declareStandardCameraTransform()$> <@include render-utils/ShaderConstants.h@> layout(location=RENDER_UTILS_ATTR_POSITION_MS) in vec4 _positionMS; layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES; layout(location=RENDER_UTILS_ATTR_NORMAL_MS) in vec3 _normalMS; 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 // For retro-compatibility #define _normal _normalWS #define _modelNormal _normalMS #define _position _positionMS #define _eyePosition _positionES <@include procedural/ProceduralCommon.slh@> #line 1001 //PROCEDURAL_BLOCK_BEGIN vec3 getProceduralColor() { return _color.rgb; } float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) { return 1.0; } float getProceduralFragment(inout ProceduralFragment proceduralData) { return 1.0; } float getProceduralFragmentWithPosition(inout ProceduralFragmentWithPosition proceduralData) { return 1.0; } //PROCEDURAL_BLOCK_END #line 2030 void main(void) { vec3 normal = normalize(_normalWS.xyz) * (2.0 * float(gl_FrontFacing) - 1.0); vec3 diffuse = _color.rgb; vec3 fresnel = DEFAULT_FRESNEL; float roughness = DEFAULT_ROUGHNESS; float metallic = DEFAULT_METALLIC; vec3 emissive = DEFAULT_EMISSIVE; float occlusion = DEFAULT_OCCLUSION; float scattering = DEFAULT_SCATTERING; float emissiveAmount = 0.0; <@if HIFI_USE_TRANSLUCENT@> float alpha = _color.a; TransformCamera cam = getTransformCamera(); vec3 posEye = _positionES.xyz; <@else@> float alpha = 1.0; <@endif@> #if defined(PROCEDURAL_V1) diffuse = getProceduralColor().rgb; emissiveAmount = 1.0; emissive = vec3(1.0); #elif defined(PROCEDURAL_V2) vec3 specular = DEFAULT_SPECULAR; float shininess = DEFAULT_SHININESS; emissiveAmount = getProceduralColors(diffuse, specular, shininess); roughness = max(0.0, 1.0 - shininess / 128.0); metallic = length(specular); emissive = vec3(clamp(emissiveAmount, 0.0, 1.0)); #elif defined(PROCEDURAL_V3) || defined(PROCEDURAL_V4) #if defined(PROCEDURAL_V3) ProceduralFragment proceduralData = ProceduralFragment( #else TransformCamera cam = getTransformCamera(); vec4 position = cam._viewInverse * _positionES; ProceduralFragmentWithPosition proceduralData = ProceduralFragmentWithPosition( position.xyz, #endif normal, diffuse, fresnel, emissive, alpha, roughness, metallic, occlusion, scattering ); #if defined(PROCEDURAL_V3) emissiveAmount = getProceduralFragment(proceduralData); #else emissiveAmount = getProceduralFragmentWithPosition(proceduralData); #endif normal = proceduralData.normal; diffuse = proceduralData.diffuse; fresnel = proceduralData.specular; roughness = proceduralData.roughness; metallic = proceduralData.metallic; emissive = proceduralData.emissive; occlusion = proceduralData.occlusion; scattering = proceduralData.scattering; alpha = proceduralData.alpha; #if defined(PROCEDURAL_V4) position = vec4(proceduralData.position, 1.0); vec4 posEye4 = cam._view * position; <@if HIFI_USE_TRANSLUCENT@> posEye = posEye4.xyz; <@endif@> vec4 posClip = cam._projection * posEye4; gl_FragDepth = 0.5 * (posClip.z / posClip.w + 1.0); #endif #endif <@if not HIFI_USE_TRANSLUCENT@> if (emissiveAmount > 0.0) { packDeferredFragmentLightmap( normal, 1.0, diffuse, roughness, metallic, emissive); } else { packDeferredFragment( normal, 1.0, diffuse, roughness, metallic, emissive, occlusion, scattering); } <@else@> if (emissiveAmount > 0.0) { _fragColor0 = vec4(diffuse, alpha); } else { _fragColor0 = vec4(evalGlobalLightingAlphaBlended( cam._viewInverse, 1.0, occlusion, posEye, normal, diffuse, fresnel, metallic, emissive, roughness, alpha), alpha); } <@endif@> }