/** * @file alphaF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ #extension GL_ARB_texture_rectangle : enable uniform sampler2D diffuseMap; uniform sampler2D noiseMap; uniform sampler2DRect depthMap; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; uniform mat4 inv_proj; vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); vec4 pos = inv_proj * ndc; pos /= pos.w; pos.w = 1.0; return pos; } void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; vec3 samp_pos = getPosition(frag).xyz; vec4 pos = vec4(vary_position, 1.0); vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1); //gl_FragColor = vec4(1,0,1,1)*shadow; }