/** * @file class3/deferred/shVisF.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 * $/LicenseInfo$ */ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif ///////////////////////////////////////////////////////////////////////// // Fragment shader for L1 SH debug rendering ///////////////////////////////////////////////////////////////////////// uniform sampler2D sh_input_r; uniform sampler2D sh_input_g; uniform sampler2D sh_input_b; uniform mat3 inv_modelviewprojection; VARYING vec4 vary_pos; void main(void) { vec2 coord = vary_pos.xy + vec2(0.5,0.5); coord.x *= (1.6/0.9); if (dot(coord, coord) > 0.25) { discard; } vec4 n = vec4(coord*2.0, 0.0, 1); //n.y = -n.y; n.z = sqrt(max(1.0-n.x*n.x-n.y*n.y, 0.0)); //n.xyz = inv_modelviewprojection * n.xyz; 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 * n), dot(l1g, l1tap * n), dot(l1b, l1tap * n)); //indirect = pow(indirect, vec3(0.45)); indirect *= 3.0; frag_color = vec4(indirect, 1.0); }