/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl

https://bitbucket.org/lindenlab/viewer-beta/ · GLSL · 55 lines · 20 code · 11 blank · 24 comment · 0 complexity · bae7ed7344eb784c1cfd1e85d67be579 MD5 · raw file

  1. /**
  2. * @file lightFullbrightShinyF.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_FragColor;
  27. #endif
  28. VARYING vec4 vertex_color;
  29. VARYING vec2 vary_texcoord0;
  30. VARYING vec3 vary_texcoord1;
  31. uniform samplerCube environmentMap;
  32. vec3 fullbrightShinyAtmosTransport(vec3 light);
  33. vec3 fullbrightScaleSoftClip(vec3 light);
  34. void fullbright_shiny_lighting()
  35. {
  36. vec4 color = diffuseLookup(vary_texcoord0.xy);
  37. color.rgb *= vertex_color.rgb;
  38. vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
  39. color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
  40. color.rgb = fullbrightShinyAtmosTransport(color.rgb);
  41. color.rgb = fullbrightScaleSoftClip(color.rgb);
  42. color.a = max(color.a, vertex_color.a);
  43. gl_FragColor = color;
  44. }