overte-thingvellir/libraries/render-utils/src/simple_fade.slf
2018-09-26 14:10:47 -07:00

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<@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);
}
}
}