overte/libraries/entities-renderer/src/paintStroke.slf
2018-12-19 15:01:49 -08:00

40 lines
1.1 KiB
Text

<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// paintStroke.frag
// fragment shader
//
// Created by Eric Levin on 8/10/2015
// Copyright 2015 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 DeferredBufferWrite.slh@>
<@include paintStroke.slh@>
<$declarePolyLineBuffers()$>
LAYOUT(binding=0) uniform sampler2D _texture;
layout(location=0) in vec3 _normalWS;
layout(location=1) in vec2 _texCoord;
layout(location=2) in vec4 _color;
layout(location=3) in float _distanceFromCenter;
void main(void) {
vec4 texel = texture(_texture, _texCoord);
int frontCondition = 1 - 2 * int(gl_FrontFacing);
vec3 color = _color.rgb * texel.rgb;
float alpha = texel.a * _color.a;
alpha *= mix(1.0, pow(1.0 - abs(_distanceFromCenter), 10.0), _polylineData.faceCameraGlow.y);
packDeferredFragmentTranslucent(
float(frontCondition) * _normalWS,
alpha,
color,
DEFAULT_ROUGHNESS);
}