overte/libraries/render-utils/src/simple_fade.slv
Bradley Austin Davis fc51b93691 Fix OSX build
2018-08-03 16:15:58 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// simple_fade.vert
// vertex shader
//
// Created by Olivier Prat on 06/04/17.
// 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/Inputs.slh@>
<@include gpu/Color.slh@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include Fade.slh@>
<$declareFadeVertexInstanced()$>
<@include render-utils/ShaderConstants.h@>
// the interpolated normal
layout(location=RENDER_UTILS_ATTR_NORMAL_WS) out vec3 _normalWS;
layout(location=RENDER_UTILS_ATTR_NORMAL_MS) out vec3 _normalMS;
layout(location=RENDER_UTILS_ATTR_COLOR) out vec4 _color;
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
layout(location=RENDER_UTILS_ATTR_POSITION_MS) out vec4 _positionMS;
layout(location=RENDER_UTILS_ATTR_POSITION_ES) out vec4 _positionES;
layout(location=RENDER_UTILS_ATTR_POSITION_WS) out vec4 _positionWS;
void main(void) {
_color = color_sRGBAToLinear(inColor);
_texCoord01.xy = inTexCoord0.st;
_positionMS = inPosition;
_normalMS = inNormal.xyz;
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
<$transformModelToWorldPos(obj, inPosition, _positionWS)$>
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
<$passThroughFadeObjectParams()$>
}