3 uniform lowp vec4 uColorFactor; // Color from material
4 uniform lowp float uMask;
5 uniform lowp float uAlphaThreshold;
10 //in highp float depth;
11 //out highp vec4 FragColor;
15 uniform sampler2D sAlbedoAlpha;
16 #endif // BASECOLOR_TEX
18 uniform sampler2D sAlbedoMetal;
21 lowp vec3 linear(lowp vec3 color)
23 return pow(color, vec3(2.2));
29 // The albedo may be defined from a base texture or a flat color
31 lowp vec4 baseColor = texture(sAlbedoAlpha, vUV);
32 baseColor = vColor * vec4(linear(baseColor.rgb), baseColor.w) * uColorFactor;
33 #else // BASECOLOR_TEX
34 lowp vec4 baseColor = vColor * uColorFactor;
35 #endif // BASECOLOR_TEX
37 lowp vec4 albedoMetal = texture(sAlbedoMetal, vUV);
38 lowp vec4 baseColor = vec4(linear(albedoMetal.rgb), 1.0) * vColor * uColorFactor;
41 // The value of uOpaque and uMask can be 0.0 or 1.0.
42 // If uMask is 1.0, a Pixel that has bigger alpha than uAlphaThreashold becomes fully opaque,
43 // and, a pixel that has smaller alpha than uAlphaThreashold becomes fully transparent.
44 // If uOpaque is 1.0, alpha value of final color is 1.0;
45 // https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_material_alphamode
46 if(uMask > 0.5 && baseColor.a < uAlphaThreshold)