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38 lines
1.1 KiB
Text
38 lines
1.1 KiB
Text
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// simple_transparent_web_browser.frag
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// fragment shader
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//
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// Created by Anthony Thibault on 7/25/16.
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Color.slh@>
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<@include DeferredBufferWrite.slh@>
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<@include render-utils/ShaderConstants.h@>
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// the albedo texture
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LAYOUT(binding=0) uniform sampler2D originalTexture;
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// the interpolated normal
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layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS;
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layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _color;
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layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
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#define _texCoord0 _texCoord01.xy
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#define _texCoord1 _texCoord01.zw
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void main(void) {
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vec4 texel = texture(originalTexture, _texCoord0.st);
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texel = color_sRGBAToLinear(texel);
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packDeferredFragmentTranslucent(
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normalize(_normalWS),
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_color.a,
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_color.rgb * texel.rgb,
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DEFAULT_ROUGHNESS);
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}
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