99 lines
2.4 KiB
GLSL
99 lines
2.4 KiB
GLSL
/**
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* @file deferred/fullbrightF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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/*[EXTRA_CODE_HERE]*/
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out vec4 frag_color;
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#if !defined(HAS_DIFFUSE_LOOKUP)
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uniform sampler2D diffuseMap;
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#endif
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in vec3 vary_position;
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in vec4 vertex_color;
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in vec2 vary_texcoord0;
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vec3 srgb_to_linear(vec3 cs);
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vec3 linear_to_srgb(vec3 cl);
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#ifdef HAS_ALPHA_MASK
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uniform float minimum_alpha;
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#endif
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#ifdef IS_ALPHA
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uniform vec4 waterPlane;
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void waterClip(vec3 pos);
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void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
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out vec3 atten);
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vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
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#endif
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void main()
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{
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#ifdef IS_ALPHA
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waterClip(vary_position.xyz);
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#endif
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#ifdef HAS_DIFFUSE_LOOKUP
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vec4 color = diffuseLookup(vary_texcoord0.xy);
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#else
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vec4 color = texture(diffuseMap, vary_texcoord0.xy);
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#endif
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float final_alpha = color.a * vertex_color.a;
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#ifdef HAS_ALPHA_MASK
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if (color.a < minimum_alpha)
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{
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discard;
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}
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#endif
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color.rgb *= vertex_color.rgb;
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vec3 pos = vary_position;
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color.a = final_alpha;
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#ifndef IS_HUD
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color.rgb = srgb_to_linear(color.rgb);
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#ifdef IS_ALPHA
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vec3 sunlit;
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vec3 amblit;
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vec3 additive;
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vec3 atten;
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calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
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color.rgb = applySkyAndWaterFog(pos, additive, atten, color).rgb;
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#endif
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#endif
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frag_color = max(color, vec4(0));
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}
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