diff options
author | Dave Parks <davep@lindenlab.com> | 2011-10-05 19:18:58 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-10-05 19:18:58 -0500 |
commit | 1f4bc180502d1a4448e18715596a61ae9f406c4f (patch) | |
tree | 009f70b9f3d27ce28571d0f056a169497bb74b9f /indra/newview/app_settings/shaders/class2/effects/extractF.glsl | |
parent | 194bedbb96a6dcfe90d5b731aeca8658c83f2306 (diff) | |
parent | 2b51a7a60942b1efc99cee43489ef2f92fa7a188 (diff) |
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/effects/extractF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/effects/extractF.glsl | 42 |
1 files changed, 0 insertions, 42 deletions
diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl deleted file mode 100644 index 9187c8ec31..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl +++ /dev/null @@ -1,42 +0,0 @@ -/** - * @file extractF.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 - * $/LicenseInfo$ - */ - - - -uniform sampler2DRect RenderTexture; -uniform float extractLow; -uniform float extractHigh; -uniform vec3 lumWeights; - -void main(void) -{ - /// Get scene color - vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st)); - - /// Extract luminance and scale up by night vision brightness - float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights)); - - gl_FragColor = vec4(vec3(lum), 1.0); -} |