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

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 89 lines | 70 code | 19 blank | 0 comment | 0 complexity | 23e474f763271f4e5ae487e6ad1d207e MD5 | raw file
 1/** 
 2 * @file alphaF.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#extension GL_ARB_texture_rectangle : enable
27
28#ifdef DEFINE_GL_FRAGCOLOR
29out vec4 gl_FragColor;
30#endif
31
32uniform sampler2DRect depthMap;
33uniform sampler2D diffuseMap;
34
35
36uniform mat4 shadow_matrix[6];
37uniform vec4 shadow_clip;
38uniform vec2 screen_res;
39
40vec3 atmosLighting(vec3 light);
41vec3 scaleSoftClip(vec3 light);
42
43VARYING vec3 vary_ambient;
44VARYING vec3 vary_directional;
45VARYING vec3 vary_fragcoord;
46VARYING vec3 vary_position;
47VARYING vec3 vary_pointlight_col;
48VARYING vec2 vary_texcoord0;
49VARYING vec4 vertex_color;
50
51uniform mat4 inv_proj;
52
53vec4 getPosition(vec2 pos_screen)
54{
55	float depth = texture2DRect(depthMap, pos_screen.xy).a;
56	vec2 sc = pos_screen.xy*2.0;
57	sc /= screen_res;
58	sc -= vec2(1.0,1.0);
59	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
60	vec4 pos = inv_proj * ndc;
61	pos /= pos.w;
62	pos.w = 1.0;
63	return pos;
64}
65
66void main() 
67{
68	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
69	frag *= screen_res;
70	
71	vec4 pos = vec4(vary_position, 1.0);
72	
73	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
74
75	vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
76	vec4 color = diff * col;
77	
78	color.rgb = atmosLighting(color.rgb);
79
80	color.rgb = scaleSoftClip(color.rgb);
81
82	color.rgb += diff.rgb * vary_pointlight_col.rgb;
83
84	gl_FragColor = color;
85	//gl_FragColor = vec4(1,0,1,1);
86	//gl_FragColor = vec4(1,0,1,1)*shadow;
87	
88}
89