/** * @file alphaF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ #extension GL_ARB_texture_rectangle : enable uniform sampler2D diffuseMap; uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; uniform sampler2D noiseMap; uniform sampler2DRect positionMap; uniform mat4 shadow_matrix[4]; 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 float alpha_soften; void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; vec3 samp_pos = texture2DRect(positionMap, frag).xyz; float shadow = 1.0; vec4 pos = vec4(vary_position, 1.0); if (pos.z > -shadow_clip.w) { if (pos.z < -shadow_clip.z) { vec4 lpos = shadow_matrix[3]*pos; shadow = shadow2DProj(shadowMap3, lpos).x; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } else if (pos.z < -shadow_clip.y) { vec4 lpos = shadow_matrix[2]*pos; shadow = shadow2DProj(shadowMap2, lpos).x; } else if (pos.z < -shadow_clip.x) { vec4 lpos = shadow_matrix[1]*pos; shadow = shadow2DProj(shadowMap1, lpos).x; } else { vec4 lpos = shadow_matrix[0]*pos; shadow = shadow2DProj(shadowMap0, lpos).x; } } vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); if (samp_pos.z != 0.0) { float dist_factor = alpha_soften; float a = gl_Color.a; a *= a; dist_factor *= 1.0/(1.0-a); color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); } //gl_FragColor = gl_Color; gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1); }