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authorBrad Kittenbrink <brad@lindenlab.com>2008-02-27 18:58:14 +0000
committerBrad Kittenbrink <brad@lindenlab.com>2008-02-27 18:58:14 +0000
commit6d52efe452aa8469e0343da1c7d108f3f52ab651 (patch)
treea87be48e9840d7fc1f7ee514d7c7f994e71fdb3c /indra/newview/app_settings/shaders/class2/effects/extractF.glsl
parent6027ad2630b8650cabcf00628ee9b0d25bedd67f (diff)
Merge of windlight into release (QAR-286). This includes all changes in
windlight14 which have passed QA (up through r79932). svn merge -r 80831:80833 svn+ssh://svn.lindenlab.com/svn/linden/branches/merge_windlight14_r80620
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/effects/extractF.glsl')
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1 files changed, 22 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
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index 0000000000..a1583b13eb
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+++ b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
@@ -0,0 +1,22 @@
+/**
+ * @file extractF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+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);
+}