diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/materialF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl new file mode 100644 index 0000000000..4f7fc6a411 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -0,0 +1,89 @@ +/** + * @file materialF.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 sampler2D diffuseMap; + +uniform sampler2D bumpMap; + +uniform sampler2D specularMap; +uniform float env_intensity; +uniform vec4 specular_color; + +#ifdef ALPHA_TEST +uniform float minimum_alpha; +#endif + +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void main() +{ + vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; + + #ifdef ALPHA_TEST + if (col.a < minimum_alpha) + { + discard; + } + #endif + + vec4 spec = texture2D(specularMap, vary_texcoord0.xy); + + vec4 norm = texture2D(bumpMap, vary_texcoord0.xy); + + norm.xyz = norm.xyz * 2 - 1; + + vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), + dot(norm.xyz,vary_mat1), + dot(norm.xyz,vary_mat2)); + + vec4 final_color = col; + final_color.rgb *= 1 - spec.a * env_intensity; + + #ifndef EMISSIVE_MASK + final_color.a = 0; + #endif + + vec4 final_specular = spec; + final_specular.rgb *= specular_color.rgb; + final_specular.a = specular_color.a * norm.a; + + vec4 final_normal = vec4(normalize(tnorm), spec.a * env_intensity); + final_normal.xyz = final_normal.xyz * 0.5 + 0.5; + + frag_data[0] = final_color; + frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. + frag_data[2] = final_normal; // XYZ = Normal. W = Env. intensity. +} |