/** * @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_data[3]; #else #define frag_data gl_FragData #endif uniform vec4 color; uniform vec4 sunlight_color; uniform vec4 moonlight_color; uniform vec3 lumWeights; uniform float moon_brightness; uniform float minLuminance; uniform sampler2D diffuseMap; uniform sampler2D altDiffuseMap; uniform float blend_factor; // interp factor between moon A/B VARYING vec2 vary_texcoord0; vec3 srgb_to_linear(vec3 c); 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 = srgb_to_linear(c.rgb); // mix factor which blends when sunlight is brighter // and shows true moon color at night vec3 luma_weights = vec3(0.3, 0.5, 0.3); vec4 light_color = max(sunlight_color, moonlight_color); float mix = 1.0 - dot(normalize(light_color.rgb), luma_weights); vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; c.rgb = pow(c.rgb, exp); //c.rgb *= moonlight_color.rgb; frag_data[0] = vec4(c.rgb, c.a); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0f); gl_FragDepth = 0.999985f; }