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

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// model_translucent_fade.frag
// Created by Olivier Prat on 06/05/17.
// Copyright 2017 High Fidelity, Inc.
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE
<@include graphics/Material.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
<@include LightLocal.slh@>
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
<@include Fade.slh@>
<$declareFadeFragment()$>
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec4 _positionES;
in vec4 _positionWS;
in vec3 _normalWS;
in vec3 _color;
in float _alpha;
out vec4 _fragColor;
void main(void) {
vec3 fadeEmissive;
FadeObjectParams fadeParams;
<$fetchFadeObjectParams(fadeParams)$>
applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = getMaterialOpacity(mat) * _alpha;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
float metallic = getMaterialMetallic(mat);
vec3 fresnel = getFresnelF0(metallic, albedo);
vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
vec3 fragPositionES = _positionES.xyz;
vec3 fragPositionWS = _positionWS.xyz;
// Lighting is done in world space
vec3 fragNormalWS = normalize(_normalWS);
TransformCamera cam = getTransformCamera();
vec3 fragToEyeWS = cam._viewInverse[3].xyz - fragPositionWS;
vec3 fragToEyeDirWS = normalize(fragToEyeWS);
SurfaceData surfaceWS = initSurfaceData(roughness, fragNormalWS, fragToEyeDirWS);
vec4 localLighting = vec4(0.0);
<$fetchClusterInfo(_positionWS)$>;
if (hasLocalLights(numLights, clusterPos, dims)) {
localLighting = evalLocalLighting(cluster, numLights, fragPositionWS, surfaceWS,
metallic, fresnel, albedo, 0.0,
vec4(0), vec4(0), opacity);
}
_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
occlusionTex,
fragPositionES,
fragPositionWS,
albedo,
fresnel,
metallic,
emissive + fadeEmissive,
surfaceWS, opacity, localLighting.rgb),
opacity);
}