/** * @file 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 * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif #if !HAS_DIFFUSE_LOOKUP uniform sampler2D diffuseMap; #endif VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; #endif #ifdef WATER_FOG uniform vec4 waterPlane; uniform vec4 waterFogColor; uniform float waterFogDensity; uniform float waterFogKS; vec4 applyWaterFogDeferred(vec3 pos, vec4 color) { //normalize view vector vec3 view = normalize(pos); float es = -(dot(view, waterPlane.xyz)); //find intersection point with water plane and eye vector //get eye depth float e0 = max(-waterPlane.w, 0.0); vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); //get object depth float depth = length(pos - int_v); //get "thickness" of water float l = max(depth, 0.1); float kd = waterFogDensity; float ks = waterFogKS; vec4 kc = waterFogColor; float F = 0.98; float t1 = -kd * pow(F, ks * e0); float t2 = kd + ks * es; float t3 = pow(F, t2*l) - 1.0; float L = min(t1/t2*t3, 1.0); float D = pow(0.98, l*kd); color.rgb = color.rgb * D + kc.rgb * L; color.a = kc.a + color.a; return color; } #endif vec3 srgb_to_linear(vec3 cs) { /* { cs / 12.92, cs <= 0.04045 cl = { { ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/ return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); } vec3 linear_to_srgb(vec3 cl) { /*{ 0.0, 0 <= cl { 12.92 * c, 0 < cl < 0.0031308 cs = { 1.055 * cl^0.41666 - 0.055, 0.0031308 <= cl < 1 { 1.0, cl >= 1*/ return 1.055 * pow(cl, vec3(0.41666)) - 0.055; } void main() { #if HAS_DIFFUSE_LOOKUP vec4 color = diffuseLookup(vary_texcoord0.xy); #else vec4 color = texture2D(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; color.rgb = srgb_to_linear(color.rgb); color.rgb = fullbrightAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); color.rgb = linear_to_srgb(color.rgb); #ifdef WATER_FOG vec3 pos = vary_position; vec4 fogged = applyWaterFogDeferred(pos, vec4(color.rgb, final_alpha)); color.rgb = fogged.rgb; color.a = fogged.a; #else color.a = final_alpha; #endif frag_color.rgb = color.rgb; frag_color.a = color.a; }