/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
https://bitbucket.org/lindenlab/viewer-beta/ · GLSL · 89 lines · 44 code · 19 blank · 26 comment · 0 complexity · 23e474f763271f4e5ae487e6ad1d207e MD5 · raw file
- /**
- * @file alphaF.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
- * $/LicenseInfo$
- */
-
- #extension GL_ARB_texture_rectangle : enable
- #ifdef DEFINE_GL_FRAGCOLOR
- out vec4 gl_FragColor;
- #endif
- uniform sampler2DRect depthMap;
- uniform sampler2D diffuseMap;
- uniform mat4 shadow_matrix[6];
- uniform vec4 shadow_clip;
- uniform vec2 screen_res;
- vec3 atmosLighting(vec3 light);
- vec3 scaleSoftClip(vec3 light);
- VARYING vec3 vary_ambient;
- VARYING vec3 vary_directional;
- VARYING vec3 vary_fragcoord;
- VARYING vec3 vary_position;
- VARYING vec3 vary_pointlight_col;
- VARYING vec2 vary_texcoord0;
- VARYING vec4 vertex_color;
- uniform mat4 inv_proj;
- vec4 getPosition(vec2 pos_screen)
- {
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
- }
- void main()
- {
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- vec4 pos = vec4(vary_position, 1.0);
-
- vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
- vec4 color = diff * col;
-
- color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
- color.rgb += diff.rgb * vary_pointlight_col.rgb;
- gl_FragColor = color;
- //gl_FragColor = vec4(1,0,1,1);
- //gl_FragColor = vec4(1,0,1,1)*shadow;
-
- }