Files
SingularityViewer/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
Siana Gearz 749d0eec28 Merge https://github.com/abaph/SingularityViewer
Brings in support for MESA accelerators.
2013-11-17 16:38:06 +01:00

71 lines
1.9 KiB
GLSL

/**
* @file fullbrightShinyF.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
* $/LicenseInfo$
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
#ifndef diffuseLookup
uniform sampler2D diffuseMap;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
vec3 fullbrightShinyAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
void main()
{
#if HAS_DIFFUSE_LOOKUP
vec4 color = diffuseLookup(vary_texcoord0.xy);
#else
vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
#endif
color.rgb *= vertex_color.rgb;
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = pow(color.rgb,vec3(2.2f,2.2f,2.2f));
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = 0.0;
color.rgb = pow(color.rgb, vec3(1.0/2.2));
frag_color = color;
}