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author | Oz Linden <oz@lindenlab.com> | 2011-06-17 17:32:28 -0400 |
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committer | Oz Linden <oz@lindenlab.com> | 2011-06-17 17:32:28 -0400 |
commit | 068c6d45099411d7827db3e50d9c91331fa5c189 (patch) | |
tree | c46cce78e6db0d87c1d9b0da9229ea0cf1d727de /indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl | |
parent | 5e5be51edebf0fb6a59d4907c9fcaac1b1667ac4 (diff) | |
parent | 806b11c5720e1bd9e9764fcfd896436b8385e8b2 (diff) |
merge mesh branch changes (storm-1390)
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl new file mode 100644 index 0000000000..b0d029dbf4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -0,0 +1,67 @@ +/** + * @file alphaF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2D diffuseMap; + + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 screen_res; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_fragcoord; +varying vec3 vary_position; +varying vec3 vary_pointlight_col; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + + vec4 pos = vec4(vary_position, 1.0); + + vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy); + + vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); + vec4 color = diff * col; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + color.rgb += diff.rgb * vary_pointlight_col.rgb; + + gl_FragColor = color; + //gl_FragColor = vec4(1,0,1,1); + //gl_FragColor = vec4(1,0,1,1)*shadow; + +} + |