/** * @file moonF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, 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 /*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); uniform vec4 color; uniform vec4 sunlight_color; uniform vec3 lumWeights; uniform float minLuminance; uniform sampler2D diffuseMap; uniform sampler2D altDiffuseMap; uniform float blend_factor; // interp factor between moon A/B VARYING vec2 vary_texcoord0; void main() { vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); vec4 c = mix(moonA, moonB, blend_factor); c.rgb = pow(c.rgb, vec3(0.7f)); c.rgb = fullbrightAtmosTransport(c.rgb); c.rgb = fullbrightScaleSoftClip(c.rgb); // mix factor which blends when sunlight is brighter // and shows true moon color at night vec3 luma_weights = vec3(0.1, 0.3, 0.0); float mix = 1.0f - dot(sunlight_color.rgb, luma_weights); frag_color = vec4(c.rgb, mix * c.a); }