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

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// simple_transparent_textured_unlit_fade.frag
// fragment shader
//
// 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 or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Color.slh@>
<@include Fade.slh@>
<@include render-utils/ShaderConstants.h@>
// the albedo texture
LAYOUT(binding=0) uniform sampler2D originalTexture;
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
layout(location=RENDER_UTILS_ATTR_POSITION_WS) in vec4 _positionWS;
layout(location=0) out vec4 _fragColor0;
// Declare after all samplers to prevent sampler location mix up with originalTexture
<$declareFadeFragmentInstanced()$>
void main(void) {
vec3 fadeEmissive;
FadeObjectParams fadeParams;
<$fetchFadeObjectParamsInstanced(fadeParams)$>
applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
vec4 texel = texture(originalTexture, _texCoord0);
texel = mix(texel, color_sRGBAToLinear(texel), float(_color.a <= 0.0));
texel.rgb *= _color.rgb;
texel.a *= abs(_color.a);
_fragColor0 = vec4(texel.rgb + fadeEmissive, texel.a);
}