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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
 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 
26#extension GL_ARB_texture_rectangle : enable
27
28#ifdef DEFINE_GL_FRAGCOLOR
29out vec4 gl_FragColor;
30#endif
31
32uniform sampler2DRect diffuseMap;
33uniform float minLuminance;
34uniform float maxExtractAlpha;
35uniform vec3 lumWeights;
36uniform vec3 warmthWeights;
37uniform float warmthAmount;
38
39VARYING vec2 vary_texcoord0;
40
41void main()
42{
43	vec4 col = texture2DRect(diffuseMap, vary_texcoord0.xy);	
44	/// CALCULATING LUMINANCE (Using NTSC lum weights)
45	/// http://en.wikipedia.org/wiki/Luma_%28video%29
46	float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
47	float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) ); 
48	
49	gl_FragColor.rgb = col.rgb; 
50	gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
51	
52}