<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // simple_textured_fade.slf // 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 DeferredBufferWrite.slh@> <@include model/Material.slh@> <@include Fade.slh@> // the albedo texture uniform sampler2D originalTexture; // the interpolated normal in vec3 _normal; in vec4 _color; in vec2 _texCoord0; in vec4 _worldPosition; // Declare after all samplers to prevent sampler location mix up with originalTexture <$declareFadeFragmentInstanced()$> void main(void) { vec3 fadeEmissive; FadeObjectParams fadeParams; <$fetchFadeObjectParamsInstanced(fadeParams)$> applyFade(fadeParams, _worldPosition.xyz, fadeEmissive); vec4 texel = texture(originalTexture, _texCoord0); float colorAlpha = _color.a; if (_color.a <= 0.0) { texel = colorToLinearRGBA(texel); colorAlpha = -_color.a; } const float ALPHA_THRESHOLD = 0.999; if (colorAlpha * texel.a < ALPHA_THRESHOLD) { packDeferredFragmentTranslucent( normalize(_normal), colorAlpha * texel.a, _color.rgb * texel.rgb + fadeEmissive, DEFAULT_FRESNEL, DEFAULT_ROUGHNESS); } else { packDeferredFragment( normalize(_normal), 1.0, _color.rgb * texel.rgb, DEFAULT_ROUGHNESS, DEFAULT_METALLIC, DEFAULT_EMISSIVE + fadeEmissive, DEFAULT_OCCLUSION, DEFAULT_SCATTERING); } }