/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
- /**
- * @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
- #extension GL_ARB_texture_multisample : enable
- uniform sampler2DMS diffuseMap;
- uniform float minLuminance;
- uniform float maxExtractAlpha;
- uniform vec3 lumWeights;
- uniform vec3 warmthWeights;
- uniform float warmthAmount;
- void main()
- {
- ivec2 itc = ivec2(gl_TexCoord[0].xy);
- vec4 fcol = vec4(0,0,0,0);
- for (int i = 0; i < samples; i++)
- {
- vec4 col = texelFetch(diffuseMap, itc, i);
- /// 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)) );
-
- fcol += vec4(col.rgb, max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha));
- }
- gl_FragColor = fcol/samples;
- }