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49 lines
No EOL
1.4 KiB
Text
49 lines
No EOL
1.4 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_textured_unlit.frag
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// fragment shader
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//
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// Created by Clement Brisset on 5/29/15.
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// Copyright 2014 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);
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texel = mix(texel, color_sRGBAToLinear(texel), float(_color.a <= 0.0));
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texel.rgb *= _color.rgb;
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texel.a *= abs(_color.a);
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const float ALPHA_THRESHOLD = 0.999;
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if (texel.a < ALPHA_THRESHOLD) {
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packDeferredFragmentTranslucent(
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normalize(_normalWS),
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texel.a,
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texel.rgb,
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DEFAULT_ROUGHNESS);
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} else {
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packDeferredFragmentUnlit(
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normalize(_normalWS),
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1.0,
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texel.rgb);
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}
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} |