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diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl
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+/**
+ * @file pbrglowF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+// forward fullbright implementation for HUDs
+
+uniform sampler2D diffuseMap; //always in sRGB space
+
+uniform vec3 emissiveColor;
+uniform sampler2D emissiveMap;
+
+out vec4 frag_color;
+
+in vec3 vary_position;
+in vec4 vertex_emissive;
+
+in vec2 base_color_texcoord;
+in vec2 emissive_texcoord;
+
+uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
+
+vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
+
+void main()
+{
+ vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
+
+ if (basecolor.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ vec3 emissive = emissiveColor;
+ emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
+
+ float lum = max(max(emissive.r, emissive.g), emissive.b);
+ lum *= vertex_emissive.a;
+
+ // HUDs are rendered after gamma correction, output in sRGB space
+ frag_color.rgb = vec3(0);
+ frag_color.a = lum;
+}
+