<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // forward_simple.frag // fragment shader // // Created by Andrzej Kapolka on 9/15/14. // 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 DefaultMaterials.slh@> <@include ForwardGlobalLight.slh@> <$declareEvalSkyboxGlobalColor()$> // the interpolated normal in vec3 _normalWS; in vec3 _normalMS; in vec4 _color; in vec2 _texCoord0; in vec4 _positionMS; in vec4 _positionES; // For retro-compatibility #define _normal _normalWS #define _modelNormal _normalMS #define _position _positionMS #define _eyePosition _positionES layout(location = 0) out vec4 _fragColor0; //PROCEDURAL_COMMON_BLOCK #line 1001 //PROCEDURAL_BLOCK #line 2030 void main(void) { 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 TransformCamera cam = getTransformCamera(); vec3 fragPosition = _positionES.xyz; if (emissiveAmount > 0.0) { _fragColor0 = vec4(evalSkyboxGlobalColor( cam._viewInverse, 1.0, DEFAULT_OCCLUSION, fragPosition, normal, diffuse, specular, DEFAULT_METALLIC, max(0.0, 1.0 - shininess / 128.0)), 1.0); } else { _fragColor0 = vec4(evalSkyboxGlobalColor( cam._viewInverse, 1.0, DEFAULT_OCCLUSION, fragPosition, normal, diffuse, DEFAULT_FRESNEL, length(specular), max(0.0, 1.0 - shininess / 128.0)), 1.0); } }