<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // simple_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 DeferredBufferWrite.slh@> <@include Fade.slh@> <$declareFadeFragmentInstanced()$> <@include render-utils/ShaderConstants.h@> // the interpolated normal layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS; layout(location=RENDER_UTILS_ATTR_NORMAL_MS) in vec3 _normalMS; layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _color; layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01; #define _texCoord0 _texCoord01.xy #define _texCoord1 _texCoord01.zw layout(location=RENDER_UTILS_ATTR_POSITION_MS) in vec4 _positionMS; layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES; layout(location=RENDER_UTILS_ATTR_POSITION_WS) in vec4 _positionWS; // For retro-compatibility #define _normal _normalWS #define _modelNormal _normalMS #define _position _positionMS #define _eyePosition _positionES <@include procedural/ProceduralCommon.slh@> #line 1001 //PROCEDURAL_BLOCK #line 2030 void main(void) { vec3 fadeEmissive; FadeObjectParams fadeParams; <$fetchFadeObjectParamsInstanced(fadeParams)$> applyFade(fadeParams, _positionWS.xyz, fadeEmissive); vec3 normal = normalize(_normalWS.xyz); vec3 diffuse = _color.rgb; vec3 specular = DEFAULT_SPECULAR; float shininess = DEFAULT_SHININESS; float emissiveAmount = 0.0; #ifdef PROCEDURAL #ifdef PROCEDURAL_V1 specular = getProceduralColor().rgb; // Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline //specular = pow(specular, vec3(2.2)); emissiveAmount = 1.0; #else emissiveAmount = getProceduralColors(diffuse, specular, shininess); #endif #endif const float ALPHA_THRESHOLD = 0.999; if (_color.a < ALPHA_THRESHOLD) { if (emissiveAmount > 0.0) { packDeferredFragmentTranslucent( normal, _color.a, specular+fadeEmissive, DEFAULT_ROUGHNESS); } else { packDeferredFragmentTranslucent( normal, _color.a, diffuse+fadeEmissive, DEFAULT_ROUGHNESS); } } else { if (emissiveAmount > 0.0) { packDeferredFragmentLightmap( normal, 1.0, diffuse+fadeEmissive, max(0.0, 1.0 - shininess / 128.0), DEFAULT_METALLIC, specular); } else { packDeferredFragment( normal, 1.0, diffuse, max(0.0, 1.0 - shininess / 128.0), length(specular), DEFAULT_EMISSIVE+fadeEmissive, DEFAULT_OCCLUSION, DEFAULT_SCATTERING); } } }