Imported existing code
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/**
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* @file glowExtractF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect diffuseMap;
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uniform float minLuminance;
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uniform float maxExtractAlpha;
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uniform vec3 lumWeights;
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uniform vec3 warmthWeights;
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uniform float warmthAmount;
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void main()
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{
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vec4 col = texture2DRect(diffuseMap, gl_TexCoord[0].xy);
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/// CALCULATING LUMINANCE (Using NTSC lum weights)
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/// http://en.wikipedia.org/wiki/Luma_%28video%29
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float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
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float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
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gl_FragColor.rgb = col.rgb;
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gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
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}
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/**
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* @file glowExtractV.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
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}
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31
indra/newview/app_settings/shaders/class1/effects/glowF.glsl
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31
indra/newview/app_settings/shaders/class1/effects/glowF.glsl
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/**
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* @file glowF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2D diffuseMap;
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uniform float glowStrength;
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void main()
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{
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vec4 col = vec4(0.0, 0.0, 0.0, 0.0);
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// ATI compiler falls down on array initialization.
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float kern[8];
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kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;
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kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25;
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col += kern[0] * texture2D(diffuseMap, gl_TexCoord[0].xy);
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col += kern[1] * texture2D(diffuseMap, gl_TexCoord[1].xy);
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col += kern[2] * texture2D(diffuseMap, gl_TexCoord[2].xy);
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col += kern[3] * texture2D(diffuseMap, gl_TexCoord[3].xy);
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col += kern[4] * texture2D(diffuseMap, gl_TexCoord[0].zw);
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col += kern[5] * texture2D(diffuseMap, gl_TexCoord[1].zw);
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col += kern[6] * texture2D(diffuseMap, gl_TexCoord[2].zw);
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col += kern[7] * texture2D(diffuseMap, gl_TexCoord[3].zw);
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gl_FragColor = vec4(col.rgb * glowStrength, col.a);
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}
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22
indra/newview/app_settings/shaders/class1/effects/glowV.glsl
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22
indra/newview/app_settings/shaders/class1/effects/glowV.glsl
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/**
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* @file glowV.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform vec2 glowDelta;
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + glowDelta*(-3.5);
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gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + glowDelta*(-2.5);
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gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + glowDelta*(-1.5);
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gl_TexCoord[3].xy = gl_MultiTexCoord0.xy + glowDelta*(-0.5);
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gl_TexCoord[0].zw = gl_MultiTexCoord0.xy + glowDelta*(0.5);
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gl_TexCoord[1].zw = gl_MultiTexCoord0.xy + glowDelta*(1.5);
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gl_TexCoord[2].zw = gl_MultiTexCoord0.xy + glowDelta*(2.5);
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gl_TexCoord[3].zw = gl_MultiTexCoord0.xy + glowDelta*(3.5);
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}
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