overte/libraries/render-utils/src/forward_model_translucent.slf
2018-09-26 15:01:46 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// <$_SCRIBE_FILENAME$>
// Generated on <$_SCRIBE_DATE$>
//
// Created by Sam Gateau on 2/15/2016.
// 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 graphics/Material.slh@>
<@include graphics/MaterialTextures.slh@>
<@include render-utils/ShaderConstants.h@>
<@include ForwardGlobalLight.slh@>
<$declareEvalGlobalLightingAlphaBlended()$>
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION)$>
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
#define _texCoord0 _texCoord01.xy
#define _texCoord1 _texCoord01.zw
layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES;
layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS;
layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _color;
layout(location=0) out vec4 _fragColor0;
void main(void) {
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = getMaterialOpacity(mat) * _color.a;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
<$discardInvisible(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color.rgb;
float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
vec3 fresnel = getFresnelF0(metallic, albedo);
float occlusion = DEFAULT_OCCLUSION;
<$evalMaterialOcclusion(occlusionTex, matKey, occlusion)$>;
vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
vec3 fragPosition = _positionES.xyz;
vec3 fragNormal = normalize(_normalWS);
TransformCamera cam = getTransformCamera();
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
occlusion,
fragPosition,
fragNormal,
albedo,
fresnel,
metallic,
emissive,
roughness, opacity),
opacity);
}