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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
Possible License(s): LGPL-2.1
  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. #ifdef DEFINE_GL_FRAGCOLOR
  26. out vec4 gl_FragColor;
  27. #endif
  28. uniform sampler2D diffuseMap;
  29. uniform float glowStrength;
  30. VARYING vec4 vary_texcoord0;
  31. VARYING vec4 vary_texcoord1;
  32. VARYING vec4 vary_texcoord2;
  33. VARYING vec4 vary_texcoord3;
  34. void main()
  35. {
  36. vec4 col = vec4(0.0, 0.0, 0.0, 0.0);
  37. // ATI compiler falls down on array initialization.
  38. float kern[8];
  39. kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;
  40. kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25;
  41. col += kern[0] * texture2D(diffuseMap, vary_texcoord0.xy);
  42. col += kern[1] * texture2D(diffuseMap, vary_texcoord1.xy);
  43. col += kern[2] * texture2D(diffuseMap, vary_texcoord2.xy);
  44. col += kern[3] * texture2D(diffuseMap, vary_texcoord3.xy);
  45. col += kern[4] * texture2D(diffuseMap, vary_texcoord0.zw);
  46. col += kern[5] * texture2D(diffuseMap, vary_texcoord1.zw);
  47. col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw);
  48. col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw);
  49. gl_FragColor = vec4(col.rgb * glowStrength, col.a);
  50. }