<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // simple_transparent_web_browser.slf // fragment shader // // Created by Anthony Thibault on 7/25/16. // Copyright 2016 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 DeferredBufferWrite.slh@> // the albedo texture uniform sampler2D originalTexture; // the interpolated normal in vec3 _normal; in vec4 _color; in vec2 _texCoord0; void main(void) { vec4 texel = texture(originalTexture, _texCoord0.st); texel = color_sRGBAToLinear(texel); packDeferredFragmentTranslucent( normalize(_normal), _color.a, _color.rgb * texel.rgb, DEFAULT_FRESNEL, DEFAULT_ROUGHNESS); }