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

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_normal_map.frag
// fragment shader
//
// Created by Samuel Gateau on 11/19/14.
// Copyright 2013 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 DeferredBufferWrite.slh@>
<@include model/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL)$>
<$declareMaterialLightmap()$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _tangent;
in vec3 _color;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
vec3 viewNormal;
<$tangentToViewSpace(normalTexel, _normal, _tangent, viewNormal)$>
packDeferredFragmentLightmap(
normalize(viewNormal.xyz),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color,
getMaterialRoughness(mat),
getMaterialMetallic(mat),
getMaterialFresnel(mat),
lightmapVal);
}