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David Parks authored
SH-2908 Rework indexed texture rendering to use a uvec4 instead of a float for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
David Parks authoredSH-2908 Rework indexed texture rendering to use a uvec4 instead of a float for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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lightFullbrightWaterNonIndexedAlphaMaskF.glsl 1.50 KiB
/**
* @file lightFullbrightWaterNonIndexedAlphaMaskF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, 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
uniform float minimum_alpha;
uniform sampler2D diffuseMap;
vec3 fullbrightAtmosTransport(vec3 light);
vec4 applyWaterFog(vec4 color);
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
void fullbright_lighting_water()
{
vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha)
{
discard;
}
color.rgb = fullbrightAtmosTransport(color.rgb);
frag_color = applyWaterFog(color);
}