/** * @file fullbrightShinyF.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; #ifndef HAS_DIFFUSE_LOOKUP uniform sampler2D diffuseMap; #endif in vec4 vertex_color; in vec2 vary_texcoord0; in vec3 vary_texcoord1; in vec3 vary_position; uniform samplerCube environmentMap; vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); // reflection probe interface void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear); void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); void main() { #ifdef HAS_DIFFUSE_LOOKUP vec4 color = diffuseLookup(vary_texcoord0.xy); #else vec4 color = texture(diffuseMap, vary_texcoord0.xy); #endif color.rgb *= vertex_color.rgb; // SL-9632 HUDs are affected by Atmosphere #ifndef IS_HUD vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; vec3 pos = vary_position; calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten); float env_intensity = vertex_color.a; vec3 ambenv; vec3 glossenv; vec3 legacyenv; vec3 norm = normalize(vary_texcoord1.xyz); vec4 spec = vec4(0,0,0,0); sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, vec2(0), pos.xyz, norm.xyz, spec.a, env_intensity, false, amblit); color.rgb = srgb_to_linear(color.rgb); applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity); color.rgb = atmosFragLighting(color.rgb, additive, atten); #endif color.a = 1.0; frag_color = max(color, vec4(0)); }