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authorGraham Linden <graham@lindenlab.com>2018-09-12 18:41:34 +0100
committerGraham Linden <graham@lindenlab.com>2018-09-12 18:41:34 +0100
commit1d2cbc2baad178bc896fd35d9ce2496574e988d9 (patch)
treecdfb7fe3c59c9a0db2e17c8eab83e25ac1bc98d3 /indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl
parent76802a727e92437226d4c51444e9f03a320a8034 (diff)
SL-4178 make deferred version of highlight shader that fills in zero spec and env intensity to keep the shiny down
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl42
1 files changed, 42 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl
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index 0000000000..1adeb9237c
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+++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file highlightF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+uniform vec4 color;
+uniform sampler2D diffuseMap;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ frag_data[0] = color*texture2D(diffuseMap, vary_texcoord0.xy));
+ frag_data[1] = vec4(0.0);
+ frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
+}