<@include Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // model_translucent.frag // fragment shader // // Created by Andrzej Kapolka on 9/19/14. // 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@> <@include Material.slh@> // the diffuse texture uniform sampler2D diffuseMap; varying vec4 normal; void main(void) { // Fetch diffuse map vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st); Material mat = getMaterial(); packDeferredFragmentTranslucent( normalize(normal.xyz), getMaterialOpacity(mat) * diffuse.a, getMaterialDiffuse(mat) * diffuse.rgb, getMaterialSpecular(mat), getMaterialShininess(mat)); // set the diffuse data // gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].st); }