<@include gpu/Config.slh@><$VERSION_HEADER$>// Generated on <$_SCRIBE_DATE$>//// drawWorkloadView.frag// fragment shader//// Created by Sam Gateau on 6/29/15.// Copyright 2015 High Fidelity, Inc.// Copyright 2024 Overte e.V.//// 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 gpu/Paint.slh@>INPUT(0, vec4, varColor);INPUT(1, vec3, varTexcoord);INPUT(2, vec3, varEyePos);INPUT(3, vec4, _prevPositionCS);void main(void) { if (varColor.w > 0.0) { float r = sqrt(dot(varTexcoord.xyz,varTexcoord.xyz)); float d = varColor.w / abs(varEyePos.z); float a = paintStripe(r * d, 0.0, 1.0 / d, 0.005 / d); if (a <= 0.1 || r > 1.1) { discard; } } packDeferredFragmentUnlit( _prevPositionCS, vec3(0.0, 1.0, 0.0), 1.0, varColor.rgb);}
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// drawWorkloadView.frag
// fragment shader
//
// Created by Sam Gateau on 6/29/15.
// Copyright 2015 High Fidelity, Inc.
// Copyright 2024 Overte e.V.
//
// 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 gpu/Paint.slh@>
INPUT(0, vec4, varColor);
INPUT(1, vec3, varTexcoord);
INPUT(2, vec3, varEyePos);
INPUT(3, vec4, _prevPositionCS);
void main(void) {
if (varColor.w > 0.0) {
float r = sqrt(dot(varTexcoord.xyz,varTexcoord.xyz));
float d = varColor.w / abs(varEyePos.z);
float a = paintStripe(r * d, 0.0, 1.0 / d, 0.005 / d);
if (a <= 0.1 || r > 1.1) {
discard;
}
}
packDeferredFragmentUnlit(
_prevPositionCS,
vec3(0.0, 1.0, 0.0),
1.0,
varColor.rgb);
}