/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
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Possible License(s): LGPL-2.1
- /**
- * @file glowExtractF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
- #extension GL_ARB_texture_rectangle : enable
- #ifdef DEFINE_GL_FRAGCOLOR
- out vec4 gl_FragColor;
- #endif
- uniform sampler2DRect diffuseMap;
- uniform float minLuminance;
- uniform float maxExtractAlpha;
- uniform vec3 lumWeights;
- uniform vec3 warmthWeights;
- uniform float warmthAmount;
- VARYING vec2 vary_texcoord0;
- void main()
- {
- vec4 col = texture2DRect(diffuseMap, vary_texcoord0.xy);
- /// CALCULATING LUMINANCE (Using NTSC lum weights)
- /// http://en.wikipedia.org/wiki/Luma_%28video%29
- float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
- float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
-
- gl_FragColor.rgb = col.rgb;
- gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
-
- }