overte-HifiExperiments/libraries/entities-renderer/src/polyvox_fade.slf
2018-08-03 14:58:11 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// polyvox_fade.frag
// fragment shader
//
// Created by Olivier Prat on 2017-06-08
// Copyright 2017 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 graphics/Material.slh@>
<@include DeferredBufferWrite.slh@>
<@include render-utils/ShaderConstants.h@>
<@include entities-renderer/ShaderConstants.h@>
<@include Fade.slh@>
layout(location=RENDER_UTILS_ATTR_NORMAL_MS) in vec3 _normal;
layout(location=RENDER_UTILS_ATTR_POSITION_MS) in vec4 _position;
layout(location=RENDER_UTILS_ATTR_POSITION_WS) in vec4 _worldPosition;
layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _worldFadePosition;
layout(binding=ENTITIES_TEXTURE_POLYVOX_XMAP) uniform sampler2D xMap;
layout(binding=ENTITIES_TEXTURE_POLYVOX_YMAP) uniform sampler2D yMap;
layout(binding=ENTITIES_TEXTURE_POLYVOX_ZMAP) uniform sampler2D zMap;
layout(location=ENTITIES_UNIFORM_POLYVOX_VOXEL_SIZE) uniform vec3 voxelVolumeSize;
// Declare after all samplers to prevent sampler location mix up with voxel shading (sampler locations are hardcoded in RenderablePolyVoxEntityItem)
<$declareFadeFragment()$>
void main(void) {
vec3 emissive;
FadeObjectParams fadeParams;
<$fetchFadeObjectParams(fadeParams)$>
applyFade(fadeParams, _worldFadePosition.xyz, emissive);
vec3 worldNormal = cross(dFdy(_worldPosition.xyz), dFdx(_worldPosition.xyz));
worldNormal = normalize(worldNormal);
float inPositionX = (_worldPosition.x - 0.5) / voxelVolumeSize.x;
float inPositionY = (_worldPosition.y - 0.5) / voxelVolumeSize.y;
float inPositionZ = (_worldPosition.z - 0.5) / voxelVolumeSize.z;
vec4 xyDiffuse = texture(xMap, vec2(-inPositionX, -inPositionY));
vec4 xzDiffuse = texture(yMap, vec2(-inPositionX, inPositionZ));
vec4 yzDiffuse = texture(zMap, vec2(inPositionZ, -inPositionY));
vec3 xyDiffuseScaled = xyDiffuse.rgb * abs(worldNormal.z);
vec3 xzDiffuseScaled = xzDiffuse.rgb * abs(worldNormal.y);
vec3 yzDiffuseScaled = yzDiffuse.rgb * abs(worldNormal.x);
vec4 diffuse = vec4(xyDiffuseScaled + xzDiffuseScaled + yzDiffuseScaled, 1.0);
packDeferredFragment(
_normal,
1.0,
vec3(diffuse),
DEFAULT_ROUGHNESS,
DEFAULT_METALLIC,
DEFAULT_EMISSIVE+emissive,
DEFAULT_OCCLUSION,
DEFAULT_SCATTERING);
}