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+/**
+ * @file normgenF.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 gl_FragColor;
+#endif
+
+uniform sampler2D alphaMap;
+
+VARYING vec2 vary_texcoord0;
+
+uniform float stepX;
+uniform float stepY;
+uniform float norm_scale;
+
+void main()
+{
+ float alpha = texture2D(alphaMap, vary_texcoord0).a;
+
+ vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).a-alpha)*255);
+ vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).a-alpha)*255);
+ vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).a-alpha)*255);
+ vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).a-alpha)*255);
+
+ vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right);
+
+ norm = normalize(norm);
+ norm *= 0.5;
+ norm += 0.5;
+
+ gl_FragColor = vec4(norm, alpha);
+}