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/**
* @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
* $/LicenseInfo$
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D specularMap;
uniform float env_intensity;
uniform vec4 specular_color;
#ifdef ALPHA_TEST
uniform float minimum_alpha;
#endif
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
void main()
{
vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
#ifdef ALPHA_TEST
if (col.a < minimum_alpha)
{
discard;
}
#endif
vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
vec4 norm = texture2D(bumpMap, vary_texcoord0.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));
vec4 final_color = col;
final_color.rgb *= 1 - spec.a * env_intensity;
#ifndef EMISSIVE_MASK
final_color.a = 0;
#endif
vec4 final_specular = spec;
final_specular.rgb *= specular_color.rgb;
final_specular.a = specular_color.a * norm.a;
vec4 final_normal = vec4(normalize(tnorm), spec.a * env_intensity);
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.
}
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