Files
SingularityViewer/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
Shyotl ffb285c6ff Huge renderer update (WIP). Still plenty to do, especially pertaining to UI.
-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges...
-VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
2011-12-09 14:02:29 -06:00

43 lines
1.3 KiB
GLSL

/**
* @file bumpF.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 gl_FragColor;
#endif
uniform sampler2D texture0;
uniform sampler2D texture1;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
void main()
{
float tex0 = texture2D(texture0, vary_texcoord0.xy).a;
float tex1 = texture2D(texture1, vary_texcoord1.xy).a;
gl_FragColor = vec4(tex0+(1.0-tex1)-0.5);
}