overte-HifiExperiments/libraries/render-utils/src/simple_textured.slf
2018-12-07 10:39:10 -08:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// simple_textured.frag
// fragment shader
//
// Created by Clement Brisset on 5/29/15.
// Copyright 2014 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 gpu/Color.slh@>
<@include DeferredBufferWrite.slh@>
<@include render-utils/ShaderConstants.h@>
// the albedo texture
LAYOUT(binding=0) uniform sampler2D originalTexture;
// the interpolated normal
layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS;
layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _color;
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
#define _texCoord0 _texCoord01.xy
#define _texCoord1 _texCoord01.zw
void main(void) {
vec4 texel = texture(originalTexture, _texCoord0);
texel = mix(texel, color_sRGBAToLinear(texel), float(_color.a <= 0.0));
texel.rgb *= _color.rgb;
packDeferredFragment(
normalize(_normalWS),
1.0,
texel.rgb,
DEFAULT_ROUGHNESS,
DEFAULT_METALLIC,
DEFAULT_EMISSIVE,
DEFAULT_OCCLUSION,
DEFAULT_SCATTERING);
}