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/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl

https://bitbucket.org/lindenlab/viewer-beta/
text | 46 lines | 37 code | 9 blank | 0 comment | 0 complexity | ebe40a396a30bfa3e2c68c5673a33162 MD5 | raw file
 1/** 
 2 * @file lightShinyWaterF.glsl
 3 *
 4 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 5 * Second Life Viewer Source Code
 6 * Copyright (C) 2007, Linden Research, Inc.
 7 * 
 8 * This library is free software; you can redistribute it and/or
 9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation;
11 * version 2.1 of the License only.
12 * 
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16 * Lesser General Public License for more details.
17 * 
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
21 * 
22 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
23 * $/LicenseInfo$
24 */
25 
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28
29uniform samplerCube environmentMap;
30
31vec3 atmosLighting(vec3 light);
32vec4 applyWaterFog(vec4 color);
33
34void shiny_lighting_water()
35{
36	vec4 color = diffuseLookup(gl_TexCoord[0].xy);
37	color.rgb *= gl_Color.rgb;
38	
39	vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;	
40	color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
41
42	color.rgb = atmosLighting(color.rgb);
43	color.a = max(color.a, gl_Color.a);
44	gl_FragColor = applyWaterFog(color);
45}
46