diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 63 |
1 files changed, 35 insertions, 28 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 4a0815a163..dd87ddb330 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -2,44 +2,54 @@ * @file alphaF.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 * $/LicenseInfo$ */ - - #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + uniform sampler2DRect depthMap; vec4 diffuseLookup(vec2 texcoord); -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; +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; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; -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; -} +uniform mat4 inv_proj; void main() { @@ -48,9 +58,9 @@ void main() vec4 pos = vec4(vary_position, 1.0); - vec4 diff= diffuseLookup(gl_TexCoord[0].xy); + vec4 diff= diffuseLookup(vary_texcoord0.xy); - vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); + vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a); vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); @@ -59,9 +69,6 @@ void main() 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; - + frag_color = color; } |