/** * @file materialF.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 * $/LicenseInfo$ */ #define DIFFUSE_ALPHA_MODE_IGNORE 0 #define DIFFUSE_ALPHA_MODE_BLEND 1 #define DIFFUSE_ALPHA_MODE_MASK 2 #define DIFFUSE_ALPHA_MODE_EMISSIVE 3 #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else #define frag_data gl_FragData #endif uniform sampler2D diffuseMap; #if HAS_NORMAL_MAP uniform sampler2D bumpMap; #endif #if HAS_SPECULAR_MAP uniform sampler2D specularMap; VARYING vec2 vary_texcoord2; #endif uniform float env_intensity; uniform vec4 specular_color; #if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK uniform float minimum_alpha; #endif #if HAS_NORMAL_MAP VARYING vec3 vary_mat0; VARYING vec3 vary_mat1; VARYING vec3 vary_mat2; VARYING vec2 vary_texcoord1; #else VARYING vec3 vary_normal; #endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); return n.xy / f + 0.5; } void main() { vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); col.rgb *= vertex_color.rgb; #if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK if (col.a < minimum_alpha) { discard; } #endif #if HAS_SPECULAR_MAP vec4 spec = texture2D(specularMap, vary_texcoord2.xy); #else vec4 spec = specular_color; #endif #if HAS_NORMAL_MAP vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); norm.xyz = norm.xyz * 2 - 1; vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), dot(norm.xyz,vary_mat1), dot(norm.xyz,vary_mat2)); #else vec4 norm = vec4(0,0,0,1.0); vec3 tnorm = vary_normal; #endif vec4 final_color = col; #if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE final_color.a = 0; #endif vec4 final_specular = spec; #if HAS_SPECULAR_MAP //final_color.rgb *= 1 - spec.a * env_intensity; final_specular.rgb *= specular_color.rgb; vec4 final_normal = vec4(encode_normal(normalize(tnorm)), spec.a * env_intensity, 0.0); final_specular.a = specular_color.a * norm.a; #else vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); final_specular.a = specular_color.a; #endif frag_data[0] = final_color; frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. }