overte-JulianGro/libraries/render-utils/src/simple_textured_fade.slf

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<@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);
}
}