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60 lines
No EOL
1.6 KiB
Text
60 lines
No EOL
1.6 KiB
Text
<@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_textured_unlit_fade.frag
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// fragment shader
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//
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// Created by Olivier Prat on 06/05/17.
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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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<@include DeferredBufferWrite.slh@>
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<@include Fade.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 _normalWS;
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in vec4 _color;
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in vec2 _texCoord0;
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in vec4 _positionWS;
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// Declare after all samplers to prevent sampler location mix up with originalTexture
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<$declareFadeFragmentInstanced()$>
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void main(void) {
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vec3 fadeEmissive;
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FadeObjectParams fadeParams;
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<$fetchFadeObjectParamsInstanced(fadeParams)$>
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applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
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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 = color_sRGBAToLinear(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 (colorAlpha * texel.a < ALPHA_THRESHOLD) {
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packDeferredFragmentTranslucent(
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normalize(_normalWS),
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colorAlpha * texel.a,
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_color.rgb * texel.rgb+fadeEmissive,
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DEFAULT_FRESNEL,
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DEFAULT_ROUGHNESS);
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} else {
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packDeferredFragmentUnlit(
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normalize(_normalWS),
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1.0,
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_color.rgb * texel.rgb+fadeEmissive);
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}
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} |