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

https://bitbucket.org/lindenlab/viewer-beta/ · GLSL · 56 lines · 21 code · 9 blank · 26 comment · 1 complexity · 7d5a9baaa56dc38886fc37ab1bbf1b67 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. #extension GL_ARB_texture_rectangle : enable
  26. #extension GL_ARB_texture_multisample : enable
  27. uniform sampler2DMS diffuseMap;
  28. uniform float minLuminance;
  29. uniform float maxExtractAlpha;
  30. uniform vec3 lumWeights;
  31. uniform vec3 warmthWeights;
  32. uniform float warmthAmount;
  33. void main()
  34. {
  35. ivec2 itc = ivec2(gl_TexCoord[0].xy);
  36. vec4 fcol = vec4(0,0,0,0);
  37. for (int i = 0; i < samples; i++)
  38. {
  39. vec4 col = texelFetch(diffuseMap, itc, i);
  40. /// CALCULATING LUMINANCE (Using NTSC lum weights)
  41. /// http://en.wikipedia.org/wiki/Luma_%28video%29
  42. float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
  43. float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
  44. fcol += vec4(col.rgb, max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha));
  45. }
  46. gl_FragColor = fcol/samples;
  47. }