<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // simple_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 DeferredBufferWrite.slh@> <@include Fade.slh@> // the albedo texture uniform sampler2D originalTexture; // the interpolated normal in vec3 _normalWS; in vec4 _color; in vec2 _texCoord0; in vec4 _positionWS; // 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.st); float colorAlpha = _color.a; if (_color.a <= 0.0) { texel = color_sRGBAToLinear(texel); colorAlpha = -_color.a; } const float ALPHA_THRESHOLD = 0.999; if (colorAlpha * texel.a < ALPHA_THRESHOLD) { packDeferredFragmentTranslucent( normalize(_normalWS), colorAlpha * texel.a, _color.rgb * texel.rgb+fadeEmissive, DEFAULT_FRESNEL, DEFAULT_ROUGHNESS); } else { packDeferredFragmentUnlit( normalize(_normalWS), 1.0, _color.rgb * texel.rgb+fadeEmissive); } }