summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl53
1 files changed, 53 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..f69b907dc7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
@@ -0,0 +1,53 @@
+/**
+ * @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 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);
+
+ gl_FragColor = applyWaterFog(color);
+}
+