overte/libraries/render-utils/src/forward_simple.slf
Olivier Prat ec439086a2 Extended to other shaders
(cherry picked from commit 328f1dec9b)
2018-05-10 15:41:34 -07:00

90 lines
2.2 KiB
Text

<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// forward_simple.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 ForwardGlobalLight.slh@>
<$declareEvalSkyboxGlobalColor()$>
// the interpolated normal
in vec3 _normalWS;
in vec3 _normalMS;
in vec4 _color;
in vec2 _texCoord0;
in vec4 _positionMS;
in vec4 _positionES;
// For retro-compatibility
#define _normal _normalWS
#define _modelNormal _normalMS
#define _position _positionMS
#define _eyePosition _positionES
layout(location = 0) out vec4 _fragColor0;
//PROCEDURAL_COMMON_BLOCK
#line 1001
//PROCEDURAL_BLOCK
#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
specular = 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
//specular = pow(specular, 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(evalSkyboxGlobalColor(
cam._viewInverse,
1.0,
DEFAULT_OCCLUSION,
fragPosition,
normal,
diffuse,
specular,
DEFAULT_METALLIC,
max(0.0, 1.0 - shininess / 128.0)),
1.0);
} else {
_fragColor0 = vec4(evalSkyboxGlobalColor(
cam._viewInverse,
1.0,
DEFAULT_OCCLUSION,
fragPosition,
normal,
diffuse,
DEFAULT_FRESNEL,
length(specular),
max(0.0, 1.0 - shininess / 128.0)),
1.0);
}
}