<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // forward_model_translucent.frag // fragment shader // // Created by Sam Gateau on 2/15/2016. // 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 model/Material.slh@> <@include ForwardGlobalLight.slh@> <$declareEvalGlobalLightingAlphaBlended()$> <@include gpu/Transform.slh@> <$declareStandardCameraTransform()$> <@include MaterialTextures.slh@> <$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$> in vec2 _texCoord0; in vec2 _texCoord1; in vec4 _position; in vec3 _normal; in vec3 _color; in float _alpha; out vec4 _fragColor; void main(void) { Material mat = getMaterial(); int matKey = getMaterialKey(mat); <$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$> <$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$> float opacity = getMaterialOpacity(mat) * _alpha; <$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>; vec3 albedo = getMaterialAlbedo(mat); <$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>; albedo *= _color; float roughness = getMaterialRoughness(mat); <$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>; float metallic = getMaterialMetallic(mat); vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value if (metallic <= 0.5) { metallic = 0.0; } else { fresnel = albedo; metallic = 1.0; } vec3 emissive = getMaterialEmissive(mat); <$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>; vec3 fragPosition = _position.xyz; vec3 fragNormal = normalize(_normal); TransformCamera cam = getTransformCamera(); _fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze( cam._viewInverse, 1.0, occlusionTex, fragPosition, fragNormal, albedo, fresnel, metallic, emissive, roughness, opacity), opacity); }