diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/starsF.glsl | 23 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/starsV.glsl | 4 | 
2 files changed, 23 insertions, 4 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index d7f655709c..4ae3f7b76f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -26,19 +26,26 @@  /*[EXTRA_CODE_HERE]*/  #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; +out vec4 frag_data[3];  #else -#define frag_color gl_FragColor +#define frag_data gl_FragData  #endif  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; +VARYING vec2 screenpos;  uniform sampler2D diffuseMap;  uniform sampler2D altDiffuseMap;  uniform float blend_factor;  uniform float custom_alpha;  uniform vec4 sunlight_color; +uniform float time; + +float twinkle(){ +    float d = fract(screenpos.x + screenpos.y); +    return abs(d); +}  void main()   { @@ -46,6 +53,14 @@ void main()  	vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy);      vec4 col = mix(col_b, col_a, blend_factor);      col.rgb *= vertex_color.rgb; -    col.a *= custom_alpha; -	frag_color = col; +  +    float factor = smoothstep(0.0f, 0.9f, custom_alpha); + +    col.a = (col.a * factor) * 32.0f; +    col.a *= twinkle(); + +	frag_data[0] = col; +    frag_data[1] = vec4(0.0f); +    frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);  } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index 8bc5b06379..e14d02a4a9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -25,6 +25,7 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; +uniform float time;  ATTRIBUTE vec3 position;  ATTRIBUTE vec4 diffuse_color; @@ -32,11 +33,14 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; +VARYING vec2 screenpos;  void main()  {  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  +    float t = mod(time, 1.25f); +    screenpos = position.xy * vec2(t, t);  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vertex_color = diffuse_color;  } | 
