overte-HifiExperiments/libraries/render-utils/src/simple_textured_unlit.slf
2016-08-03 15:56:41 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// simple.frag
// fragment shader
//
// Created by Clément Brisset on 5/29/15.
// 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 gpu/Color.slh@>
<@include DeferredBufferWrite.slh@>
// the albedo texture
uniform sampler2D originalTexture;
// the interpolated normal
in vec3 _normal;
in vec4 _color;
in vec2 _texCoord0;
void main(void) {
vec4 texel = texture(originalTexture, _texCoord0.st);
if (_color.a <= 0.0) {
texel = colorToLinearRGBA(texel);
}
const float ALPHA_THRESHOLD = 0.999;
if (_color.a * texel.a < ALPHA_THRESHOLD) {
packDeferredFragmentTranslucent(
normalize(_normal),
_color.a * texel.a,
_color.rgb * texel.rgb,
DEFAULT_FRESNEL,
DEFAULT_ROUGHNESS);
} else {
packDeferredFragmentUnlit(
normalize(_normal),
1.0,
_color.rgb * texel.rgb);
}
}