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71 lines
2 KiB
Text
71 lines
2 KiB
Text
<@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_fade.frag
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// fragment shader
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//
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// Created by Olivier Prat on 06/05/17.
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// Copyright 2017 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 graphics/Material.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION)$>
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<@include Fade.slh@>
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<$declareFadeFragment()$>
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normalWS;
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in vec3 _color;
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in vec4 _positionWS;
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void main(void) {
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vec3 fadeEmissive;
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FadeObjectParams fadeParams;
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<$fetchFadeObjectParams(fadeParams)$>
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applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
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Material mat = getMaterial();
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BITFIELD matKey = getMaterialKey(mat);
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color;
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float roughness = getMaterialRoughness(mat);
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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vec3 emissive = getMaterialEmissive(mat);
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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float metallic = getMaterialMetallic(mat);
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<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
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float scattering = getMaterialScattering(mat);
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packDeferredFragment(
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normalize(_normalWS),
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opacity,
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albedo,
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roughness,
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metallic,
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emissive+fadeEmissive,
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occlusionTex,
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scattering);
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}
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