107 lines
3.0 KiB
GLSL
107 lines
3.0 KiB
GLSL
/**
|
|
* @file fullbrightShinyF.glsl
|
|
*
|
|
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
|
* Second Life Viewer Source Code
|
|
* Copyright (C) 2007, Linden Research, Inc.
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation;
|
|
* version 2.1 of the License only.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
|
*
|
|
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
|
* $/LicenseInfo$
|
|
*/
|
|
|
|
/*[EXTRA_CODE_HERE]*/
|
|
|
|
#ifdef DEFINE_GL_FRAGCOLOR
|
|
out vec4 frag_color;
|
|
#else
|
|
#define frag_color gl_FragColor
|
|
#endif
|
|
|
|
#ifndef HAS_DIFFUSE_LOOKUP
|
|
uniform sampler2D diffuseMap;
|
|
#endif
|
|
|
|
VARYING vec4 vertex_color;
|
|
VARYING vec2 vary_texcoord0;
|
|
VARYING vec3 vary_texcoord1;
|
|
VARYING vec3 vary_position;
|
|
|
|
uniform samplerCube environmentMap;
|
|
|
|
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
|
|
uniform int no_atmo;
|
|
|
|
vec3 fullbrightShinyAtmosTransport(vec3 light);
|
|
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
|
|
vec3 fullbrightScaleSoftClip(vec3 light);
|
|
|
|
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
|
|
|
|
vec3 linear_to_srgb(vec3 c);
|
|
vec3 srgb_to_linear(vec3 c);
|
|
|
|
// See:
|
|
// class1\deferred\fullbrightShinyF.glsl
|
|
// class1\lighting\lightFullbrightShinyF.glsl
|
|
void main()
|
|
{
|
|
#ifdef HAS_DIFFUSE_LOOKUP
|
|
vec4 color = diffuseLookup(vary_texcoord0.xy);
|
|
#else
|
|
vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
|
|
#endif
|
|
|
|
color.rgb *= vertex_color.rgb;
|
|
|
|
// SL-9632 HUDs are affected by Atmosphere
|
|
if (no_atmo == 0)
|
|
{
|
|
vec3 sunlit;
|
|
vec3 amblit;
|
|
vec3 additive;
|
|
vec3 atten;
|
|
vec3 pos = vary_position.xyz;
|
|
|
|
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
|
|
|
|
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
|
|
float env_intensity = vertex_color.a;
|
|
|
|
//color.rgb = srgb_to_linear(color.rgb);
|
|
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
|
|
color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
|
|
color.rgb = fullbrightScaleSoftClip(color.rgb);
|
|
}
|
|
|
|
/*
|
|
// NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects.
|
|
else
|
|
{
|
|
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
|
|
float env_intensity = vertex_color.a;
|
|
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
|
|
}
|
|
*/
|
|
|
|
color.a = 1.0;
|
|
|
|
//color.rgb = linear_to_srgb(color.rgb);
|
|
|
|
frag_color = color;
|
|
}
|
|
|