overte/libraries/render-utils/src/model_unlit_fade.slf

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_unlit_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// 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 DeferredBufferWrite.slh@>
<@include LightingModel.slh@>
<@include graphics/Material.slh@>
<@include graphics/MaterialTextures.slh@>
<@include render-utils/ShaderConstants.h@>
<@include Fade.slh@>
<$declareFadeFragment()$>
<$declareMaterialTextures(ALBEDO)$>
layout(location=RENDER_UTILS_ATTR_POSITION_WS) in vec4 _positionWS;
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
#define _texCoord0 _texCoord01.xy
#define _texCoord1 _texCoord01.zw
layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS;
layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _color;
void main(void) {
vec3 fadeEmissive;
FadeObjectParams fadeParams;
<$fetchFadeObjectParams(fadeParams)$>
applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color.rgb;
albedo += fadeEmissive;
packDeferredFragmentUnlit(
normalize(_normalWS),
opacity,
albedo * isUnlitEnabled());
}