/** * @file fullbrightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable uniform sampler2D diffuseMap; uniform sampler2DRect depthMap; uniform sampler2D noiseMap; uniform vec4 shadow_clip; uniform vec2 screen_res; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); varying vec3 vary_ambient; varying vec3 vary_directional; varying vec4 vary_position; varying vec3 vary_normal; varying vec3 vary_fragcoord; 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; float shadow = 1.0; vec4 pos = vary_position; vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy)*gl_Color; color.rgb = fullbrightAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); //gl_FragColor = gl_Color; gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1); }