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Changing emissive to unlit
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3 changed files with 105 additions and 0 deletions
46
libraries/render-utils/src/model_translucent_unlit.slf
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46
libraries/render-utils/src/model_translucent_unlit.slf
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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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// model_translucent_unlit.frag
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// fragment shader
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//
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// Created by Zach Pomerantz on 2/3/2016.
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// Copyright 2016 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 model/Material.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
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in vec2 _texCoord0;
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in vec3 _color;
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in float _alpha;
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out vec4 _fragColor;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color;
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vec4 albedo = texture(albedoMap, _texCoord0);
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Material mat = getMaterial();
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vec3 fragColor = getMaterialAlbedo(mat) * albedo.rgb * _color;
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float fragOpacity = getMaterialOpacity(mat) * albedo.a * _alpha;
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_fragColor = vec4(fragColor, fragOpacity);
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}
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27
libraries/render-utils/src/overlay3D_translucent_unlit.slf
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libraries/render-utils/src/overlay3D_translucent_unlit.slf
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// overlay3D_translucent_unlit.frag
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// fragment shader
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//
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// Created by Zach Pomerantz on 2/2/2016.
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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uniform sampler2D originalTexture;
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in vec2 _texCoord0;
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in vec3 _color;
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in float _alpha;
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out vec4 _fragColor;
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void main(void) {
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vec4 albedo = texture(originalTexture, _texCoord0);
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_fragColor = vec4(albedo.rgb * _color, albedo.a * _alpha);
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}
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32
libraries/render-utils/src/overlay3D_unlit.slf
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libraries/render-utils/src/overlay3D_unlit.slf
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// overlay3D_unlit.frag
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// fragment shader
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//
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// Created by Zach Pomerantz on 2/2/2016.
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// Copyright 2016 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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uniform sampler2D originalTexture;
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in vec2 _texCoord0;
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in vec3 _color;
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out vec4 _fragColor;
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void main(void) {
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vec4 albedo = texture(originalTexture, _texCoord0);
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if (albedo.a <= 0.1) {
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discard;
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}
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vec4 color = vec4(albedo.rgb * _color, albedo.a);
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// Apply standard tone mapping
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_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
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}
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