/** * @file lightWaterAlphaMaskF.glsl * * $LicenseInfo:firstyear=2011&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2011, 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 * $/LicenseInfo$ */ #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif uniform float minimum_alpha; uniform float maximum_alpha; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; void default_lighting_water() { vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; if (color.a < minimum_alpha || color.a > maximum_alpha) { discard; } color.rgb = atmosLighting(color.rgb); gl_FragColor = applyWaterFog(color); }