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path: root/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
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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;

vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);

#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
#endif

#ifdef IS_ALPHA
uniform vec4 waterPlane;
void waterClip(vec3 pos);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
                         out vec3 atten);
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
#endif

void mirrorClip(vec3 pos);

void main() 
{
    mirrorClip(vary_position);
#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;

    color.a = final_alpha;
#ifndef IS_HUD
    color.rgb = srgb_to_linear(color.rgb);
#ifdef IS_ALPHA

    vec3 sunlit;
    vec3 amblit;
    vec3 additive;
    vec3 atten;
    calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);

    color.rgb = applySkyAndWaterFog(pos, additive, atten, color).rgb;
    
#endif

#endif

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