/** * @file sunLightF.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]*/ out vec4 frag_color; //class 2, shadows, no SSAO // Inputs in vec2 vary_fragcoord; uniform vec3 sun_dir; uniform float shadow_bias; vec3 getNorm(vec2 pos_screen); vec4 getPosition(vec2 pos_screen); float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen); void main() { vec2 pos_screen = vary_fragcoord.xy; vec4 pos = getPosition(pos_screen); vec3 norm = getNorm(pos_screen); vec4 col; col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); col.g = 1.0f; col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); frag_color = clamp(col, vec4(0), vec4(1)); }