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

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// directional_light.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/3/14.
// Copyright 2016 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 DeferredBuffer.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
<$declareEvalAmbientSphereGlobalColor()$>
in vec2 _texCoord0;
out vec4 _fragColor;
void main(void) {
DeferredTransform deferredTransform = getDeferredTransform();
DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
float shadowAttenuation = 1.0;
if (frag.mode == LIGHT_MAPPED) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.obscurance,
frag.normal,
frag.diffuse,
frag.specularVal.xyz);
_fragColor = vec4(color, 1.0);
} else {
vec3 color = evalAmbientSphereGlobalColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.obscurance,
frag.position.xyz,
frag.normal,
frag.diffuse,
frag.specular,
frag.gloss);
_fragColor = vec4(color, frag.normalVal.a);
}
}