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/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 52 lines | 45 code | 7 blank | 0 comment | 0 complexity | 50706cf37e2682d4d87155d45b3576dc MD5 | raw file
Possible License(s): LGPL-2.1
  1. /**
  2. * @file glowExtractF.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 diffuseMap;
  30. uniform float minLuminance;
  31. uniform float maxExtractAlpha;
  32. uniform vec3 lumWeights;
  33. uniform vec3 warmthWeights;
  34. uniform float warmthAmount;
  35. VARYING vec2 vary_texcoord0;
  36. void main()
  37. {
  38. vec4 col = texture2DRect(diffuseMap, vary_texcoord0.xy);
  39. /// CALCULATING LUMINANCE (Using NTSC lum weights)
  40. /// http://en.wikipedia.org/wiki/Luma_%28video%29
  41. float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
  42. float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
  43. gl_FragColor.rgb = col.rgb;
  44. gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
  45. }