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adding different shaders for transparent for simpel
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a882beb2fd
commit
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5 changed files with 56 additions and 20 deletions
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@ -31,6 +31,8 @@
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#include "simple_vert.h"
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#include "simple_textured_frag.h"
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#include "simple_textured_unlit_frag.h"
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#include "simple_transparent_textured_frag.h"
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#include "simple_transparent_textured_unlit_frag.h"
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#include "model_frag.h"
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#include "model_unlit_frag.h"
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@ -152,6 +154,8 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
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// Pixel shaders
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auto simplePixel = gpu::Shader::createPixel(std::string(simple_textured_frag));
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auto simpleUnlitPixel = gpu::Shader::createPixel(std::string(simple_textured_unlit_frag));
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auto simpleTranslucentPixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_frag));
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auto simpleTranslucentUnlitPixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_unlit_frag));
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auto modelPixel = gpu::Shader::createPixel(std::string(model_frag));
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auto modelUnlitPixel = gpu::Shader::createPixel(std::string(model_unlit_frag));
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auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(model_normal_map_frag));
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@ -196,13 +200,13 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
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modelVertex, modelTranslucentPixel);
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addPipeline(
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Key::Builder().withTranslucent(),
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simpleVertex, simplePixel);
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simpleVertex, simpleTranslucentPixel);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withUnlit(),
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modelVertex, modelTranslucentUnlitPixel);
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addPipeline(
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Key::Builder().withTranslucent().withUnlit(),
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simpleVertex, simpleUnlitPixel);
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simpleVertex, simpleTranslucentUnlitPixel);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents(),
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modelNormalMapVertex, modelTranslucentPixel);
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@ -26,15 +26,17 @@ in vec2 _texCoord0;
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void main(void) {
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vec4 texel = texture(originalTexture, _texCoord0);
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float colorAlpha = _color.a;
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if (_color.a <= 0.0) {
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texel = colorToLinearRGBA(texel);
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colorAlpha = -_color.a;
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}
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const float ALPHA_THRESHOLD = 0.999;
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if (_color.a * texel.a < ALPHA_THRESHOLD) {
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if (colorAlpha * texel.a < ALPHA_THRESHOLD) {
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packDeferredFragmentTranslucent(
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normalize(_normal),
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_color.a * texel.a,
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colorAlpha * texel.a,
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_color.rgb * texel.rgb,
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DEFAULT_FRESNEL,
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DEFAULT_ROUGHNESS);
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@ -25,28 +25,20 @@ in vec2 _texCoord0;
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void main(void) {
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vec4 texel = texture(originalTexture, _texCoord0.st);
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float colorAlpha = _color.a;
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if (_color.a <= 0.0) {
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texel = colorToLinearRGBA(texel);
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colorAlpha = -_color.a;
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}
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const float ALPHA_THRESHOLD = 0.999;
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if (_color.a * texel.a < ALPHA_THRESHOLD) {
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_fragColor0 = vec4(_color.rgb * texel.rgb, _color.a * texel.a);
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if (_color.a * texel.a <= 0.0) {
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_fragColor0 = vec4(_color.rgb * texel.rgb, _color.a * texel.a);
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//discard;
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} else {
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_fragColor0 = vec4(_color.rgb * texel.rgb, _color.a * texel.a);
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}
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// _fragColor0 = vec4(albedo.rgb, alpha);
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/* packDeferredFragmentTranslucent(
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if (colorAlpha * texel.a < ALPHA_THRESHOLD) {
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packDeferredFragmentTranslucent(
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normalize(_normal),
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_color.a * texel.a,
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colorAlpha * texel.a,
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_color.rgb * texel.rgb,
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DEFAULT_FRESNEL,
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DEFAULT_ROUGHNESS);*/
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DEFAULT_ROUGHNESS);
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} else {
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packDeferredFragmentUnlit(
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normalize(_normal),
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@ -26,10 +26,15 @@ in vec2 _texCoord0;
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void main(void) {
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vec4 texel = texture(originalTexture, _texCoord0.st);
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texel = colorToLinearRGBA(texel);
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float colorAlpha = _color.a;
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if (_color.a <= 0.0) {
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texel = colorToLinearRGBA(texel);
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colorAlpha = -_color.a;
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}
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packDeferredFragmentTranslucent(
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normalize(_normal),
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_color.a,
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colorAlpha,
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_color.rgb * texel.rgb,
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DEFAULT_FRESNEL,
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DEFAULT_ROUGHNESS);
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@ -0,0 +1,33 @@
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<@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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// simple_transparent_textured_unlit.slf
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// fragment shader
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//
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// Created by Sam Gateau on 4/3/17.
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// Copyright 2017 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 gpu/Color.slh@>
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// the albedo texture
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uniform sampler2D originalTexture;
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// the interpolated normal
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in vec3 _normal;
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in vec4 _color;
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in vec2 _texCoord0;
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void main(void) {
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vec4 texel = texture(originalTexture, _texCoord0.st);
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float colorAlpha = _color.a;
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if (_color.a <= 0.0) {
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texel = colorToLinearRGBA(texel);
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colorAlpha = -_color.a;
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}
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_fragColor0 = vec4(_color.rgb * texel.rgb, colorAlpha * texel.a);
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}
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