/** * @file pbrglowF.glsl * * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2023, 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]*/ // forward fullbright implementation for HUDs uniform sampler2D diffuseMap; //always in sRGB space uniform vec3 emissiveColor; uniform sampler2D emissiveMap; out vec4 frag_color; in vec3 vary_position; in vec4 vertex_emissive; in vec2 base_color_texcoord; in vec2 emissive_texcoord; uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); void main() { vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; if (basecolor.a < minimum_alpha) { discard; } vec3 emissive = emissiveColor; emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); float lum = max(max(emissive.r, emissive.g), emissive.b); lum *= vertex_emissive.a; // HUDs are rendered after gamma correction, output in sRGB space frag_color.rgb = vec3(0); frag_color.a = lum; }