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/**
* @file pbrglowF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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]*/
// forward fullbright implementation for HUDs
uniform sampler2D diffuseMap; //always in sRGB space
uniform vec3 emissiveColor;
uniform sampler2D emissiveMap;
out vec4 frag_color;
in vec3 vary_position;
in vec4 vertex_emissive;
in vec2 base_color_texcoord;
in vec2 emissive_texcoord;
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
void main()
{
vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba;
if (basecolor.a < minimum_alpha)
{
discard;
}
vec3 emissive = emissiveColor;
emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb);
float lum = max(max(emissive.r, emissive.g), emissive.b);
lum *= vertex_emissive.a;
// HUDs are rendered after gamma correction, output in sRGB space
frag_color.rgb = vec3(0);
frag_color.a = lum;
}
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