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

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 54 lines | 47 code | 7 blank | 0 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 
26#ifdef DEFINE_GL_FRAGCOLOR
27out vec4 gl_FragData[3];
28#endif
29
30uniform sampler2D diffuseMap;
31uniform sampler2D bumpMap;
32
33VARYING vec3 vary_mat0;
34VARYING vec3 vary_mat1;
35VARYING vec3 vary_mat2;
36
37VARYING vec4 vertex_color;
38VARYING vec2 vary_texcoord0;
39
40void main() 
41{
42	vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
43	vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;
44
45	vec3 tnorm = vec3(dot(norm,vary_mat0),
46			  dot(norm,vary_mat1),
47			  dot(norm,vary_mat2));
48						
49	gl_FragData[0] = vec4(col, 0.0);
50	gl_FragData[1] = vertex_color.aaaa; // spec
51	//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
52	vec3 nvn = normalize(tnorm);
53	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
54}