74 lines
1.5 KiB
GLSL
74 lines
1.5 KiB
GLSL
/**
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* @file fullbrightF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2D diffuseMap;
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uniform sampler2DRect depthMap;
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uniform sampler2D noiseMap;
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uniform vec4 shadow_clip;
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uniform vec2 screen_res;
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vec3 fullbrightAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec4 vary_position;
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varying vec3 vary_normal;
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varying vec3 vary_fragcoord;
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uniform float alpha_soften;
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uniform mat4 inv_proj;
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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vec2 sc = pos_screen.xy*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
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vec4 pos = inv_proj * ndc;
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pos /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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void main()
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{
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vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
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frag *= screen_res;
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vec3 samp_pos = getPosition(frag).xyz;
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float shadow = 1.0;
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vec4 pos = vary_position;
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vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy)*gl_Color;
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color.rgb = fullbrightAtmosTransport(color.rgb);
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color.rgb = fullbrightScaleSoftClip(color.rgb);
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if (samp_pos.z != 0.0 && color.a < 1.0)
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{
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float dist_factor = alpha_soften;
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float a = color.a;
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a *= a;
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dist_factor *= 1.0/(1.0-a);
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color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
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}
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//gl_FragColor = gl_Color;
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gl_FragColor = color;
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//gl_FragColor = vec4(1,0,1,1);
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}
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