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87 lines
2.4 KiB
Text
87 lines
2.4 KiB
Text
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// overlay3D_translucent.slf
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// fragment shader
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//
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// Created by Sam Gateau on 6/16/15.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include model/Light.slh@>
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<$declareLightBuffer()$>
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<$declareLightAmbientBuffer()$>
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<@include LightingModel.slh@>
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<@include LightDirectional.slh@>
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<$declareLightingDirectional()$>
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<@include gpu/Transform.slh@>
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<$declareStandardCameraTransform()$>
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vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 fresnel, float roughness, float opacity) {
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// Need the light now
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Light light = getLight();
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vec3 lightDirection = getLightDirection(light);
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vec3 lightIrradiance = getLightIrradiance(light);
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LightAmbient ambient = getLightAmbient();
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TransformCamera cam = getTransformCamera();
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vec3 fragNormal;
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<$transformEyeToWorldDir(cam, normal, fragNormal)$>
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vec3 fragEyeVectorView = normalize(-position);
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vec3 fragEyeDir;
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<$transformEyeToWorldDir(cam, fragEyeVectorView, fragEyeDir)$>
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vec3 color = opacity * albedo * getLightColor(light) * getLightAmbientIntensity(ambient);
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation);
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color += directionalDiffuse;
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color += directionalSpecular / opacity;
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return vec4(color, opacity);
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}
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uniform sampler2D originalTexture;
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in vec2 _texCoord0;
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in vec4 _position;
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in vec3 _normal;
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in vec3 _color;
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in float _alpha;
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out vec4 _fragColor;
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void main(void) {
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vec4 albedo = texture(originalTexture, _texCoord0);
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vec3 fragPosition = _position.xyz;
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vec3 fragNormal = normalize(_normal);
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vec3 fragAlbedo = albedo.rgb * _color;
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float fragMetallic = 0.0;
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vec3 fragSpecular = vec3(0.1);
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float fragRoughness = 0.9;
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float fragOpacity = albedo.a * _alpha;
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vec4 color = evalGlobalColor(1.0,
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fragPosition,
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fragNormal,
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fragAlbedo,
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fragMetallic,
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fragSpecular,
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fragRoughness,
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fragOpacity);
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// Apply standard tone mapping
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_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
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}
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