overte/libraries/render-utils/src/simple_transparent_textured.slf

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// simple_transparent_textured.slf
// fragment shader
//
// Created by Sam Gateau on 4/3/17.
// 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 DeferredBufferWrite.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>
// the albedo texture
uniform sampler2D originalTexture;
// the interpolated normal
in vec4 _position;
in vec3 _normal;
in vec4 _color;
in vec2 _texCoord0;
void main(void) {
vec4 texel = texture(originalTexture, _texCoord0.st);
float opacity = _color.a;
if (_color.a <= 0.0) {
texel = colorToLinearRGBA(texel);
opacity = -_color.a;
}
opacity *= texel.a;
vec3 albedo = _color.rgb * texel.rgb;
vec3 fragPosition = _position.xyz;
vec3 fragNormal = normalize(_normal);
TransformCamera cam = getTransformCamera();
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
1.0,
fragPosition,
fragNormal,
albedo,
DEFAULT_FRESNEL,
0.0,
vec3(0.0f),
DEFAULT_ROUGHNESS,
opacity),
opacity);
}