<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // simple_textured.slf // fragment shader // // Created by Clément Brisset on 5/29/15. // Copyright 2014 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@> // the albedo texture uniform sampler2D originalTexture; // the interpolated normal in vec3 _normalWS; in vec4 _color; in vec2 _texCoord0; void main(void) { vec4 texel = texture(originalTexture, _texCoord0); packDeferredFragment( normalize(_normalWS), 1.0, _color.rgb * texel.rgb, DEFAULT_ROUGHNESS, DEFAULT_METALLIC, DEFAULT_EMISSIVE, DEFAULT_OCCLUSION, DEFAULT_SCATTERING); }