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/**
* @file fullbrightShinyF.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_color;
#else
#define frag_color gl_FragColor
#endif
#ifndef HAS_DIFFUSE_LOOKUP
uniform sampler2D diffuseMap;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
VARYING vec3 vary_position;
uniform samplerCube environmentMap;
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
uniform int no_atmo;
vec3 fullbrightShinyAtmosTransport(vec3 light);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
// reflection probe interface
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity);
void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm);
void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity);
// See:
// class1\deferred\fullbrightShinyF.glsl
// class1\lighting\lightFullbrightShinyF.glsl
void main()
{
#ifdef HAS_DIFFUSE_LOOKUP
vec4 color = diffuseLookup(vary_texcoord0.xy);
#else
vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
#endif
color.rgb *= vertex_color.rgb;
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
vec3 pos = vary_position;
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
float env_intensity = vertex_color.a;
vec3 ambenv;
vec3 glossenv;
vec3 legacyenv;
vec3 norm = normalize(vary_texcoord1.xyz);
vec4 spec = vec4(0,0,0,0);
sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, vec2(0), pos.xyz, norm.xyz, spec.a, env_intensity);
applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
color.a = 1.0;
color.rgb = srgb_to_linear(color.rgb);
frag_color = color;
}
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