/** * @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]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif #ifndef HAS_DIFFUSE_LOOKUP uniform sampler2D diffuseMap; #endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; VARYING vec3 vary_position; uniform samplerCube environmentMap; // render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() uniform int no_atmo; vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClip(vec3 light); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); #ifdef HAS_REFLECTION_PROBES // reflection probe interface void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv, vec3 pos, vec3 norm, float glossiness, float envIntensity); void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); #endif // See: // class1\deferred\fullbrightShinyF.glsl // class1\lighting\lightFullbrightShinyF.glsl void main() { #ifdef HAS_DIFFUSE_LOOKUP vec4 color = diffuseLookup(vary_texcoord0.xy); #else vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); #endif color.rgb *= vertex_color.rgb; // SL-9632 HUDs are affected by Atmosphere if (no_atmo == 0) { vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; vec3 pos = vary_position; calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); float env_intensity = vertex_color.a; #ifndef HAS_REFLECTION_PROBES vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; color.rgb = mix(color.rgb, envColor.rgb, env_intensity); #else vec3 ambenv; vec3 glossenv; vec3 legacyenv; vec3 norm = normalize(vary_texcoord1.xyz); vec4 spec = vec4(0,0,0,0); sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, env_intensity); legacyenv *= 1.5; // fudge brighter applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity); #endif color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); color.rgb = fullbrightScaleSoftClip(color.rgb); } /* // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects. else { vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; float env_intensity = vertex_color.a; color.rgb = mix(color.rgb, envColor.rgb, env_intensity); } */ color.a = 1.0; //color.rgb = linear_to_srgb(color.rgb); frag_color = color; }