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55 lines
No EOL
1.5 KiB
Text
55 lines
No EOL
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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// forward_simple_textured.frag
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// fragment shader
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//
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// Created by Clément Brisset on 5/29/15.
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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 DefaultMaterials.slh@>
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<@include ForwardGlobalLight.slh@>
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<$declareEvalSkyboxGlobalColor()$>
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<@include gpu/Transform.slh@>
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<$declareStandardCameraTransform()$>
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<@include render-utils/ShaderConstants.h@>
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// the albedo texture
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LAYOUT(binding=0) uniform sampler2D originalTexture;
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// the interpolated normal
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layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS;
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layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _color;
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layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
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#define _texCoord0 _texCoord01.xy
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#define _texCoord1 _texCoord01.zw
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layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES;
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layout(location=0) out vec4 _fragColor0;
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void main(void) {
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vec4 texel = texture(originalTexture, _texCoord0);
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float colorAlpha = _color.a * texel.a;
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TransformCamera cam = getTransformCamera();
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vec3 fragPosition = _positionES.xyz;
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_fragColor0 = vec4(evalSkyboxGlobalColor(
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cam._viewInverse,
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1.0,
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DEFAULT_OCCLUSION,
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fragPosition,
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normalize(_normalWS),
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_color.rgb * texel.rgb,
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DEFAULT_FRESNEL,
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DEFAULT_METALLIC,
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DEFAULT_ROUGHNESS),
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1.0);
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} |