/** * @file class3/deferred/indirect.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 * $/LicenseInfo$ */ /*[EXTRA_CODE_HERE]*/ uniform sampler2D sh_input_r; uniform sampler2D sh_input_g; uniform sampler2D sh_input_b; vec3 GetIndirect(vec3 norm) { vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); vec4 l1r = texture2D(sh_input_r, vec2(0,0)); vec4 l1g = texture2D(sh_input_g, vec2(0,0)); vec4 l1b = texture2D(sh_input_b, vec2(0,0)); vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)), dot(l1g, l1tap * vec4(1, norm.xyz)), dot(l1b, l1tap * vec4(1, norm.xyz))); indirect = clamp(indirect, vec3(0), vec3(1.0)); return indirect; }