summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
blob: e406bf14a98df2ee58528a17f458348e8503d902 (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
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
/** 
 * @file materialF.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
 * $/LicenseInfo$
 */
 
#define DIFFUSE_ALPHA_MODE_IGNORE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3


#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif

uniform sampler2D diffuseMap;

#if HAS_NORMAL_MAP
uniform sampler2D bumpMap;
#endif

#if HAS_SPECULAR_MAP
uniform sampler2D specularMap;
uniform float env_intensity;

VARYING vec2 vary_texcoord2;
#endif

uniform vec4 specular_color;

#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
uniform float minimum_alpha;
#endif

#if HAS_NORMAL_MAP
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
VARYING vec2 vary_texcoord1;
#else
VARYING vec3 vary_normal;
#endif

VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;


void main() 
{
	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
	col.rgb *= vertex_color.rgb;

#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
	if (col.a < minimum_alpha)
	{
		discard;
	}
#endif

#if HAS_SPECULAR_MAP
	vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
#else
	vec4 spec = specular_color;
#endif

#if HAS_NORMAL_MAP
	vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);

	norm.xyz = norm.xyz * 2 - 1;

	vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
			  dot(norm.xyz,vary_mat1),
			  dot(norm.xyz,vary_mat2));
#else
	vec4 norm = vec4(0,0,0,1.0);
	vec3 tnorm = vary_normal;
#endif

	vec4 final_color = col;
	
#if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE
	final_color.a = 0;
#endif

	vec4 final_specular = spec;
#if HAS_SPECULAR_MAP
	//final_color.rgb *= 1 - spec.a * env_intensity;
	final_specular.rgb *= specular_color.rgb;
	
	vec4 final_normal = vec4(normalize(tnorm), spec.a * env_intensity);
	final_specular.a = specular_color.a * spec.a;
#else
	vec4 final_normal = vec4(normalize(tnorm), 0.0);
	final_specular.a = spec.a;
#endif

	final_normal.xyz = final_normal.xyz * 0.5 + 0.5;
	
	frag_data[0] = final_color;
	frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
	frag_data[2] = final_normal; // XYZ = Normal.  W = Env. intensity.
}