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/**
* @file starsF.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
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec2 screenpos;
uniform sampler2D diffuseMap;
uniform sampler2D altDiffuseMap;
uniform float blend_factor;
uniform float custom_alpha;
uniform float time;
float twinkle(){
float d = fract(screenpos.x + screenpos.y);
return abs(d);
}
// See:
// ALM off: class1/environment/starsF.glsl
// ALM on : class1/deferred/starsF.glsl
void main()
{
// camera above water: class1\deferred\starsF.glsl
// camera below water: class1\environment\starsF.glsl
vec4 col_a = texture2D(diffuseMap, vary_texcoord0.xy);
vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy);
vec4 col = mix(col_b, col_a, blend_factor);
col.rgb *= vertex_color.rgb;
float factor = smoothstep(0.0f, 0.9f, custom_alpha);
col.a = (col.a * factor) * 32.0f;
col.a *= twinkle();
frag_data[0] = col;
frag_data[1] = vec4(0.0f);
frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
gl_FragDepth = 0.999995f; // SL-14113 Moon Haze -- Stars need to depth test behind the moon
}
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