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

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 58 lines | 50 code | 8 blank | 0 comment | 0 complexity | 0f15b939ac79c91179717ea4da479135 MD5 | raw file
 1/** 
 2 * @file glowF.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#ifdef DEFINE_GL_FRAGCOLOR
27out vec4 gl_FragColor;
28#endif
29
30uniform sampler2D diffuseMap;
31uniform float glowStrength;
32
33VARYING vec4 vary_texcoord0;
34VARYING vec4 vary_texcoord1;
35VARYING vec4 vary_texcoord2;
36VARYING vec4 vary_texcoord3;
37
38void main()
39{
40
41	vec4 col = vec4(0.0, 0.0, 0.0, 0.0);
42
43	// ATI compiler falls down on array initialization.
44	float kern[8];
45		kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;
46		kern[4] = 1.0;  kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25;
47	
48	col += kern[0] * texture2D(diffuseMap, vary_texcoord0.xy);	
49	col += kern[1] * texture2D(diffuseMap, vary_texcoord1.xy);
50	col += kern[2] * texture2D(diffuseMap, vary_texcoord2.xy);	
51	col += kern[3] * texture2D(diffuseMap, vary_texcoord3.xy);	
52	col += kern[4] * texture2D(diffuseMap, vary_texcoord0.zw);	
53	col += kern[5] * texture2D(diffuseMap, vary_texcoord1.zw);	
54	col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw);	
55	col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw);	
56	
57	gl_FragColor = vec4(col.rgb * glowStrength, col.a);
58}