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/** 
 * @file bumpF.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_data[3];
#else
#define frag_data gl_FragData
#endif

uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D specularMap;
uniform float env_intensity;
uniform vec4 specular_color;

VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;

VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;

void main() 
{
	vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
	vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
	vec4 norm = texture2D(bumpMap, vary_texcoord0.xy);
	norm.xyz = norm.xyz * 2 - 1;

	vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
			  dot(norm.xyz,vary_mat1),
			  dot(norm.xyz,vary_mat2));
	
	frag_data[0] = vec4(col * (1 - spec.a * env_intensity), 0);
	frag_data[1] = vec4(spec.xyz * specular_color.xyz, specular_color.a * norm.a); // spec
	//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
	vec3 nvn = normalize(tnorm);
	frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, spec.a * env_intensity);
}