/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

  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. #extension GL_ARB_texture_rectangle : enable
  26. #ifdef DEFINE_GL_FRAGCOLOR
  27. out vec4 gl_FragColor;
  28. #endif
  29. uniform sampler2DRect depthMap;
  30. uniform sampler2D diffuseMap;
  31. uniform mat4 shadow_matrix[6];
  32. uniform vec4 shadow_clip;
  33. uniform vec2 screen_res;
  34. vec3 atmosLighting(vec3 light);
  35. vec3 scaleSoftClip(vec3 light);
  36. VARYING vec3 vary_ambient;
  37. VARYING vec3 vary_directional;
  38. VARYING vec3 vary_fragcoord;
  39. VARYING vec3 vary_position;
  40. VARYING vec3 vary_pointlight_col;
  41. VARYING vec2 vary_texcoord0;
  42. VARYING vec4 vertex_color;
  43. uniform mat4 inv_proj;
  44. vec4 getPosition(vec2 pos_screen)
  45. {
  46. float depth = texture2DRect(depthMap, pos_screen.xy).a;
  47. vec2 sc = pos_screen.xy*2.0;
  48. sc /= screen_res;
  49. sc -= vec2(1.0,1.0);
  50. vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
  51. vec4 pos = inv_proj * ndc;
  52. pos /= pos.w;
  53. pos.w = 1.0;
  54. return pos;
  55. }
  56. void main()
  57. {
  58. vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
  59. frag *= screen_res;
  60. vec4 pos = vec4(vary_position, 1.0);
  61. vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
  62. vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
  63. vec4 color = diff * col;
  64. color.rgb = atmosLighting(color.rgb);
  65. color.rgb = scaleSoftClip(color.rgb);
  66. color.rgb += diff.rgb * vary_pointlight_col.rgb;
  67. gl_FragColor = color;
  68. //gl_FragColor = vec4(1,0,1,1);
  69. //gl_FragColor = vec4(1,0,1,1)*shadow;
  70. }