diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl new file mode 100644 index 0000000000..b74b2e6a83 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl @@ -0,0 +1,67 @@ +/** + * @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; +} + |