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59 lines
1.5 KiB
Text
59 lines
1.5 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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// simple.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 9/15/14.
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// Copyright 2014 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 model/Material.slh@>
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// the interpolated normal
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in vec3 _normal;
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in vec3 _modelNormal;
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in vec3 _color;
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in vec2 _texCoord0;
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in vec4 _position;
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//PROCEDURAL_COMMON_BLOCK
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#line 1001
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//PROCEDURAL_BLOCK
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#line 2030
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void main(void) {
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Material material = getMaterial();
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vec3 normal = normalize(_normal.xyz);
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vec3 diffuse = _color.rgb;
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vec3 specular = DEFAULT_SPECULAR;
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float shininess = DEFAULT_SHININESS;
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float emissiveAmount = 0.0;
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#ifdef PROCEDURAL
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#ifdef PROCEDURAL_V1
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specular = getProceduralColor().rgb;
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// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
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specular = pow(specular, vec3(2.2));
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emissiveAmount = 1.0;
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#else
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emissiveAmount = getProceduralColors(diffuse, specular, shininess);
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#endif
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#endif
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if (emissiveAmount > 0.0) {
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packDeferredFragmentLightmap(
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normal, glowIntensity, diffuse, specular, shininess, specular);
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} else {
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packDeferredFragment(
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normal, glowIntensity, diffuse, specular, shininess);
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}
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}
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