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132 lines
3.8 KiB
Text
Executable file
132 lines
3.8 KiB
Text
Executable file
<@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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// model_translucent.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 9/19/14.
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// Copyright 2014 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 DeferredBufferWrite.slh@>
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<@include model/Material.slh@>
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// the diffuse texture
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uniform sampler2D diffuseMap;
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varying vec4 interpolatedNormal;
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varying vec3 color;
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void main(void) {
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// Fetch diffuse map
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vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
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Material mat = getMaterial();
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packDeferredFragmentTranslucent(
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normalize(interpolatedNormal.xyz),
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getMaterialOpacity(mat) * diffuse.a,
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getMaterialDiffuse(mat) * diffuse.rgb * color,
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getMaterialSpecular(mat),
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getMaterialShininess(mat));
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// set the diffuse data
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// gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].st);
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}*/!>
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<@include model/Material.slh@>
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// Everything about global lighting
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<@include DeferredLighting.slh@>
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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// Everything about light
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<@include model/Light.slh@>
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// The view Matrix
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//uniform mat4 invViewMat;
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vec4 evalNormalColor(vec3 dir, float opacity) {
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bool isX = (abs(dir.x) > 0.99);
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bool isY = (abs(dir.y) > 0.99);
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bool isZ = (abs(dir.z) > 0.99);
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if (isX || isY || isZ) {
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bool negX = (dir.x < -0.995);
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bool negY = (dir.y < -0.995);
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bool negZ = (dir.z < -0.995);
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if (negX || negY || negZ) {
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return vec4(float(isX), float(isY), float(isZ), 0.2);
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} else {
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return vec4(float(isX), float(isY), float(isZ), 1.0);
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}
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}
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return vec4(0.5 * dir + vec3(0.5), opacity);
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}
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vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss, float opacity) {
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// Need the light now
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Light light = getLight();
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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 * diffuse.rgb * getLightColor(light) * getLightAmbientIntensity(light);
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vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
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color += vec3(opacity * diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
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//return vec4(color, opacity);
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return vec4(color, opacity);
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//return vec4(diffuse.rgb, opacity);
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//return evalNormalColor(fragEyeDir, opacity);
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}
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the interpolated view position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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varying vec3 color;
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void main(void) {
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vec3 fragPosition = interpolatedPosition.xyz;
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// Fetch diffuse map
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vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
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Material mat = getMaterial();
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vec3 fragNormal = normalize(interpolatedNormal.xyz);
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float fragOpacity = getMaterialOpacity(mat) * diffuse.a;
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vec3 fragDiffuse = getMaterialDiffuse(mat) * diffuse.rgb * color;
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vec3 fragSpecular = getMaterialSpecular(mat);
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float fragGloss = getMaterialShininess(mat);
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vec4 fragColor = evalGlobalColor(1.0,
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fragPosition,
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fragNormal,
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fragDiffuse,
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fragSpecular,
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fragGloss,
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fragOpacity);
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gl_FragColor = fragColor;
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}
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