summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
blob: c104dc884f15830369fe09197eead2aa71b760db (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
/** 
 * @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 !defined(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 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);

#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
#endif

void main() 
{
#ifdef 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;

#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.rgb = srgb_to_linear(color.rgb);
	color.rgb = fullbrightAtmosTransport(color.rgb);
	color.rgb = fullbrightScaleSoftClip(color.rgb);
    color.rgb = linear_to_srgb(color.rgb);
	color.a   = final_alpha;
#endif

	frag_color.rgb = color.rgb;
	frag_color.a   = color.a;
}