<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // simple_transparent.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 DeferredGlobalLight.slh@> <$declareEvalGlobalLightingAlphaBlendedWithHaze()$> <@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=0) out vec4 _fragColor0; // For retro-compatibility #define _normal _normalWS #define _modelNormal _normalMS #define _position _positionMS #define _eyePosition _positionES <@include procedural/ProceduralCommon.slh@> #line 1001 //PROCEDURAL_BLOCK_BEGIN vec3 getProceduralColor() { return _color.rgb; } float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) { return 1.0; } //PROCEDURAL_BLOCK_END #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 diffuse = 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 //diffuse = pow(diffuse, 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(diffuse, _color.a); } else { _fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze( cam._viewInverse, 1.0, DEFAULT_OCCLUSION, fragPosition, normal, diffuse, DEFAULT_FRESNEL, length(specular), DEFAULT_EMISSIVE, max(0.0, 1.0 - shininess / 128.0), _color.a), _color.a); } }