68 lines
1.9 KiB
GLSL
68 lines
1.9 KiB
GLSL
/**
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* @file pbrglowF.glsl
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*
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* $LicenseInfo:firstyear=2023&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2023, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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/*[EXTRA_CODE_HERE]*/
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// forward fullbright implementation for HUDs
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uniform sampler2D diffuseMap; //always in sRGB space
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uniform vec3 emissiveColor;
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uniform sampler2D emissiveMap;
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out vec4 frag_color;
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in vec3 vary_position;
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in vec4 vertex_emissive;
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in vec2 base_color_texcoord;
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in vec2 emissive_texcoord;
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uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
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vec3 linear_to_srgb(vec3 c);
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vec3 srgb_to_linear(vec3 c);
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void main()
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{
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vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
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if (basecolor.a < minimum_alpha)
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{
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discard;
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}
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vec3 emissive = emissiveColor;
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emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
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float lum = max(max(emissive.r, emissive.g), emissive.b);
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lum *= vertex_emissive.a;
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// HUDs are rendered after gamma correction, output in sRGB space
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frag_color.rgb = vec3(0);
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frag_color.a = lum;
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}
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