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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
 * $/LicenseInfo$
 */
 
#extension GL_ARB_texture_rectangle : enable

/*[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 fullbrightAtmosTransport(vec3 light);

#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;

#ifdef WATER_FOG
    vec3 pos = vary_position;
    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 = fullbrightAtmosTransport(color.rgb);
    
#endif

    frag_color = max(color, vec4(0));
}