/** * @file avatarAlphaF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; uniform sampler2D noiseMap; uniform mat4 shadow_matrix[4]; uniform vec4 shadow_clip; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); varying vec3 vary_ambient; varying vec3 vary_directional; varying vec4 vary_position; varying vec3 vary_normal; void main() { float shadow = 1.0; vec4 pos = vary_position; vec3 norm = normalize(vary_normal); vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; if (pos.z > -shadow_clip.w) { if (pos.z < -shadow_clip.z) { vec4 lpos = shadow_matrix[3]*pos; shadow = shadow2DProj(shadowMap3, lpos).x; } 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*shadow, 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; }