<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // drawWorkloadView.frag // fragment shader // // Created by Sam Gateau on 6/29/15. // Copyright 2015 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 gpu/Paint.slh@> in vec4 varColor; in vec3 varTexcoord; in vec3 varEyePos; void main(void) { if (varColor.w > 0.0) { float r = sqrt(dot(varTexcoord.xyz,varTexcoord.xyz)); float d = varColor.w / abs(varEyePos.z); float a = paintStripe(r * d, 0.0, 1.0 / d, 0.005 / d); if (a <= 0.1 || r > 1.1) { discard; } } packDeferredFragmentUnlit( vec3(0.0, 1.0, 0.0), 1.0, varColor.rgb); }