overte-HifiExperiments/libraries/render-utils/src/forward_simple.slf

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// forward_simple.frag
// fragment shader
//
// 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
//
<@include DefaultMaterials.slh@>
<@include ForwardGlobalLight.slh@>
<$declareEvalSkyboxGlobalColor()$>
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>
// the interpolated normal
layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS;
layout(location=RENDER_UTILS_ATTR_NORMAL_MS) in vec3 _normalMS;
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_MS) in vec4 _positionMS;
layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES;
// For retro-compatibility
#define _normal _normalWS
#define _modelNormal _normalMS
#define _position _positionMS
#define _eyePosition _positionES
layout(location=0) out vec4 _fragColor0;
void main(void) {
vec3 normal = normalize(_normalWS.xyz);
vec3 diffuse = _color.rgb;
vec3 specular = DEFAULT_SPECULAR;
float shininess = DEFAULT_SHININESS;
float emissiveAmount = 0.0;
TransformCamera cam = getTransformCamera();
vec3 fragPosition = _positionES.xyz;
_fragColor0 = vec4(evalSkyboxGlobalColor(
cam._viewInverse,
1.0,
DEFAULT_OCCLUSION,
fragPosition,
normal * (2.0 * float(gl_FrontFacing) - 1.0),
diffuse,
DEFAULT_FRESNEL,
length(specular),
max(0.0, 1.0 - shininess / 128.0)),
1.0);
}