2 uniform lowp vec4 uColorFactor; // Color from material
3 uniform lowp float uMask;
4 uniform lowp float uAlphaThreshold;
6 INPUT mediump vec2 vUV;
7 INPUT lowp vec4 vColor;
9 //INPUT highp float depth;
10 //OUTPUT highp vec4 FragColor;
14 uniform sampler2D sAlbedoAlpha;
15 #endif // BASECOLOR_TEX
17 uniform sampler2D sAlbedoMetal;
20 uniform int uIsShadowCasting;
22 lowp vec3 linear(lowp vec3 color)
24 return pow(color, vec3(2.2));
29 if(uIsShadowCasting == 0)
35 // The albedo may be defined from a base texture or a flat color
37 lowp vec4 baseColor = TEXTURE(sAlbedoAlpha, vUV);
38 baseColor = vColor * vec4(linear(baseColor.rgb), baseColor.w) * uColorFactor;
39 #else // BASECOLOR_TEX
40 lowp vec4 baseColor = vColor * uColorFactor;
41 #endif // BASECOLOR_TEX
43 lowp vec4 albedoMetal = TEXTURE(sAlbedoMetal, vUV);
44 lowp vec4 baseColor = vec4(linear(albedoMetal.rgb), 1.0) * vColor * uColorFactor;
47 // The value of uOpaque and uMask can be 0.0 or 1.0.
48 // If uMask is 1.0, a Pixel that has bigger alpha than uAlphaThreashold becomes fully opaque,
49 // and, a pixel that has smaller alpha than uAlphaThreashold becomes fully transparent.
50 // If uOpaque is 1.0, alpha value of final color is 1.0;
51 // https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_material_alphamode
52 if(uMask > 0.5 && baseColor.a < uAlphaThreshold)