diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl | 55 |
1 files changed, 55 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl new file mode 100644 index 0000000000..63f92a8844 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -0,0 +1,55 @@ +/** + * @file lightFullbrightWaterNonIndexedAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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_color; +#else +#define frag_color gl_FragColor +#endif + +uniform float minimum_alpha; + +uniform sampler2D diffuseMap; + +vec3 fullbrightAtmosTransport(vec3 light); +vec4 applyWaterFog(vec4 color); + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void fullbright_lighting_water() +{ + vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; + + if (color.a < minimum_alpha) + { + discard; + } + + color.rgb = fullbrightAtmosTransport(color.rgb); + + frag_color = applyWaterFog(color); +} + |