overte-HifiExperiments/libraries/render-utils/src/overlay3D_translucent.slf
2016-02-05 11:18:42 -08:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// overlay3D_translucent.slf
// fragment shader
//
// Created by Sam Gateau on 6/16/15.
// Copyright 2015 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 DeferredLighting.slh@>
<@include model/Light.slh@>
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>
vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss, float opacity) {
// Need the light now
Light light = getLight();
TransformCamera cam = getTransformCamera();
vec3 fragNormal;
<$transformEyeToWorldDir(cam, normal, fragNormal)$>
vec3 fragEyeVectorView = normalize(-position);
vec3 fragEyeDir;
<$transformEyeToWorldDir(cam, fragEyeVectorView, fragEyeDir)$>
vec3 color = opacity * diffuse.rgb * getLightColor(light) * getLightAmbientIntensity(light);
vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
color += vec3(diffuse * shading.w * opacity + shading.rgb) * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
return vec4(color, opacity);
}
uniform sampler2D originalTexture;
in vec2 _texCoord0;
in vec4 _position;
in vec3 _normal;
in vec3 _color;
in float _alpha;
out vec4 _fragColor;
void main(void) {
vec4 diffuse = texture(originalTexture, _texCoord0);
vec3 fragPosition = _position.xyz;
vec3 fragNormal = normalize(_normal);
vec3 fragDiffuse = diffuse.rgb * _color;
vec3 fragSpecular = vec3(0.1);
float fragGloss = 10.0 / 128.0;
float fragOpacity = diffuse.a * _alpha;
vec4 color = evalGlobalColor(1.0,
fragPosition,
fragNormal,
fragDiffuse,
fragSpecular,
fragGloss,
fragOpacity);
// Apply standard tone mapping
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
}