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/**
* @file deferred/fullbrightF.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_color;
#if !defined(HAS_DIFFUSE_LOOKUP)
uniform sampler2D diffuseMap;
#endif
in vec3 vary_position;
in vec4 vertex_color;
in vec2 vary_texcoord0;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
#endif
#ifdef IS_ALPHA
void waterClip(vec3 pos);
#endif
void main()
{
#ifdef IS_ALPHA
waterClip(vary_position.xyz);
#endif
#ifdef HAS_DIFFUSE_LOOKUP
vec4 color = diffuseLookup(vary_texcoord0.xy);
#else
vec4 color = texture(diffuseMap, vary_texcoord0.xy);
#endif
float final_alpha = color.a * vertex_color.a;
#ifdef HAS_ALPHA_MASK
if (color.a < minimum_alpha)
{
discard;
}
#endif
color.rgb *= vertex_color.rgb;
vec3 pos = vary_position;
#ifndef IS_HUD
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
#endif
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha));
color.rgb = fogged.rgb;
color.a = fogged.a;
#else
color.a = final_alpha;
#endif
#ifndef IS_HUD
color.rgb = srgb_to_linear(color.rgb);
color.rgb = atmosFragLighting(color.rgb, additive, atten);
#endif
frag_color = max(color, vec4(0));
}
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