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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]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
#if !HAS_DIFFUSE_LOOKUP
uniform sampler2D diffuseMap;
#endif
VARYING vec3 vary_position;
VARYING vec4 vertex_color;
VARYING 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 fullbrightAtmosTransportDeferred(vec3 light)
{
return light;
}
vec3 fullbrightScaleSoftClipDeferred(vec3 light)
{
//soft clip effect:
return light;
}
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
#endif
void main()
{
#if HAS_DIFFUSE_LOOKUP
vec4 color = diffuseLookup(vary_texcoord0.xy);
#else
vec4 color = texture2D(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;
color.rgb = srgb_to_linear(color.rgb);
color.rgb = fullbrightAtmosTransportDeferred(color.rgb);
color.rgb = fullbrightScaleSoftClipDeferred(color.rgb);
color.rgb = linear_to_srgb(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
frag_color.rgb = color.rgb;
frag_color.a = color.a;
}
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