<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // simple_transparent_textured_unlit_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 gpu/Color.slh@> <@include Fade.slh@> <@include render-utils/ShaderConstants.h@> // the albedo texture LAYOUT(binding=0) uniform sampler2D originalTexture; 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_WS) in vec4 _positionWS; layout(location=0) out vec4 _fragColor0; // Declare after all samplers to prevent sampler location mix up with originalTexture <$declareFadeFragmentInstanced()$> void main(void) { vec3 fadeEmissive; FadeObjectParams fadeParams; <$fetchFadeObjectParamsInstanced(fadeParams)$> applyFade(fadeParams, _positionWS.xyz, fadeEmissive); vec4 texel = texture(originalTexture, _texCoord0); texel = mix(texel, color_sRGBAToLinear(texel), float(_color.a <= 0.0)); texel.rgb *= _color.rgb; texel.a *= abs(_color.a); _fragColor0 = vec4(texel.rgb + fadeEmissive, texel.a); }