/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl

https://bitbucket.org/lindenlab/viewer-beta/ · GLSL · 54 lines · 22 code · 7 blank · 25 comment · 0 complexity · c5ee104a925a3653aaf18d4940f21d85 MD5 · raw file

  1. /**
  2. * @file bumpF.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. #ifdef DEFINE_GL_FRAGCOLOR
  26. out vec4 gl_FragData[3];
  27. #endif
  28. uniform sampler2D diffuseMap;
  29. uniform sampler2D bumpMap;
  30. VARYING vec3 vary_mat0;
  31. VARYING vec3 vary_mat1;
  32. VARYING vec3 vary_mat2;
  33. VARYING vec4 vertex_color;
  34. VARYING vec2 vary_texcoord0;
  35. void main()
  36. {
  37. vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
  38. vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;
  39. vec3 tnorm = vec3(dot(norm,vary_mat0),
  40. dot(norm,vary_mat1),
  41. dot(norm,vary_mat2));
  42. gl_FragData[0] = vec4(col, 0.0);
  43. gl_FragData[1] = vertex_color.aaaa; // spec
  44. //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
  45. vec3 nvn = normalize(tnorm);
  46. gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
  47. }