/** * @file deferred/fullbrightF.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 * $/LicenseInfo$ */ /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; #if !defined(HAS_DIFFUSE_LOOKUP) uniform sampler2D diffuseMap; #endif in vec3 vary_position; in vec4 vertex_color; in vec2 vary_texcoord0; vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; #endif #ifdef IS_ALPHA uniform vec4 waterPlane; void waterClip(vec3 pos); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); #endif void main() { #ifdef IS_ALPHA waterClip(vary_position.xyz); #endif #ifdef HAS_DIFFUSE_LOOKUP vec4 color = diffuseLookup(vary_texcoord0.xy); #else vec4 color = texture(diffuseMap, vary_texcoord0.xy); #endif float final_alpha = color.a * vertex_color.a; #ifdef HAS_ALPHA_MASK if (color.a < minimum_alpha) { discard; } #endif color.rgb *= vertex_color.rgb; vec3 pos = vary_position; color.a = final_alpha; #ifndef IS_HUD color.rgb = srgb_to_linear(color.rgb); #ifdef IS_ALPHA vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten); color.rgb = applySkyAndWaterFog(pos, additive, atten, color).rgb; #endif #endif frag_color = max(color, vec4(0)); }