/** * @file diffuseF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 frag_data[3]; #else #define frag_data gl_FragData; #endif uniform sampler2D diffuseMap; VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; void main() { vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); }