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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
 * $/LicenseInfo$
 */

/*[EXTRA_CODE_HERE]*/

out vec4 frag_data[4];

uniform float minimum_alpha;
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;

in vec3 vary_mat0;
in vec3 vary_mat1;
in vec3 vary_mat2;

in vec4 vertex_color;
in vec2 vary_texcoord0;
in vec3 vary_position;

void mirrorClip(vec3 pos);
void main()
{
    mirrorClip(vary_position);

    vec4 col = texture(diffuseMap, vary_texcoord0.xy);

    if(col.a < minimum_alpha)
    {
        discard;
    }
        col *= vertex_color;

        vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;

        vec3 tnorm = vec3(dot(norm,vary_mat0),
              dot(norm,vary_mat1),
              dot(norm,vary_mat2));

        frag_data[0] = vec4(col.rgb, 0.0);
        frag_data[1] = vertex_color.aaaa; // 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, GBUFFER_FLAG_HAS_ATMOS);
        frag_data[3] = vec4(vertex_color.a, 0, 0, 0);
}