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

https://bitbucket.org/lindenlab/viewer-beta/
text | 56 lines | 47 code | 9 blank | 0 comment | 0 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 
26
27
28#extension GL_ARB_texture_rectangle : enable
29#extension GL_ARB_texture_multisample : enable
30
31uniform sampler2DMS diffuseMap;
32uniform float minLuminance;
33uniform float maxExtractAlpha;
34uniform vec3 lumWeights;
35uniform vec3 warmthWeights;
36uniform float warmthAmount;
37
38void main()
39{
40	ivec2 itc = ivec2(gl_TexCoord[0].xy);
41	vec4 fcol = vec4(0,0,0,0);
42
43	for (int i = 0; i < samples; i++)
44	{
45		vec4 col = texelFetch(diffuseMap, itc, i);	
46
47		/// CALCULATING LUMINANCE (Using NTSC lum weights)
48		/// http://en.wikipedia.org/wiki/Luma_%28video%29
49		float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
50		float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) ); 
51	
52		fcol += vec4(col.rgb, max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha));
53	}
54
55	gl_FragColor = fcol/samples;
56}