/** * @file normgenF.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 * $/LicenseInfo$ */ /*[EXTRA_CODE_HERE]*/ // generate a normal map using an approximation of the old emboss bump map "brightness/darkness" technique // srcMap is a source color image, output should be a normal out vec4 frag_color; uniform sampler2D srcMap; in vec2 vary_texcoord0; uniform float stepX; uniform float stepY; uniform float norm_scale; uniform int bump_code; #define BE_BRIGHTNESS 1 #define BE_DARKNESS 2 // get luminance or inverse luminance depending on bump_code float getBumpValue(vec2 texcoord) { vec3 c = texture(srcMap, texcoord).rgb; vec3 WEIGHT = vec3(0.2995, 0.5875, 0.1145); float l = dot(c, WEIGHT); if (bump_code == BE_DARKNESS) { l = 1.0 - l; } return l; } void main() { float c = getBumpValue(vary_texcoord0); float scaler = 512.0; vec3 right = vec3(norm_scale, 0, (getBumpValue(vary_texcoord0+vec2(stepX, 0))-c)*scaler); vec3 left = vec3(-norm_scale, 0, (getBumpValue(vary_texcoord0-vec2(stepX, 0))-c)*scaler); vec3 up = vec3(0, -norm_scale, (getBumpValue(vary_texcoord0-vec2(0, stepY))-c)*scaler); vec3 down = vec3(0, norm_scale, (getBumpValue(vary_texcoord0+vec2(0, stepY))-c)*scaler); vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right); norm = normalize(norm); norm *= 0.5; norm += 0.5; frag_color = vec4(norm, c); }