overte/libraries/render-utils/src/overlay3D_model_translucent_unlit.slf

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// overlay3D-model_transparent_unlit.slf
// fragment shader
//
// Created by Sam Gateau on 2/28/2017.
// 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 LightingModel.slh@>
<@include graphics/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO)$>
in vec2 _texCoord0;
in vec3 _normal;
in vec3 _color;
in float _alpha;
out vec4 _fragColor;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
vec4 color = vec4(albedo * isUnlitEnabled(), opacity);
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
}