/** * @file starsF.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]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else #define frag_data gl_FragData #endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec2 screenpos; uniform sampler2D diffuseMap; uniform float blend_factor; uniform float custom_alpha; uniform float time; float twinkle(){ float d = fract(screenpos.x + screenpos.y); return abs(d); } // See: // ALM off: class1/environment/starsF.glsl // ALM on : class1/deferred/starsF.glsl void main() { // camera above water: class1\deferred\starsF.glsl // camera below water: class1\environment\starsF.glsl vec4 col_a = texture2D(diffuseMap, vary_texcoord0.xy); vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy); vec4 col = mix(col_b, col_a, blend_factor); col.rgb *= vertex_color.rgb; float factor = smoothstep(0.0f, 0.9f, custom_alpha); col.a = (col.a * factor) * 32.0f; col.a *= twinkle(); frag_data[0] = col; frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); gl_FragDepth = LL_SHADER_CONST_STAR_DEPTH; // SL-14113 Moon Haze -- Stars need to depth test behind the moon }