50 lines
1.6 KiB
GLSL
50 lines
1.6 KiB
GLSL
/**
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* @file materialF.glsl
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*
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* $LicenseInfo:firstyear=2023&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2023, 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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// debug stub
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#define DIFFUSE_ALPHA_MODE_BLEND 1
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#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
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out vec4 frag_color;
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#else
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out vec4 frag_data[3];
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#endif
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void main()
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{
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#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
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frag_color = vec4(0.5, 0, 1, 0.5);
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#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
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// deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
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frag_data[0] = vec4(0.5, 0, 1, 0); // gbuffer is sRGB for legacy materials
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frag_data[1] = vec4(0); // XYZ = Specular color. W = Specular exponent.
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frag_data[2] = vec4(0); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
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#endif
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}
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