72 lines
2.0 KiB
GLSL
72 lines
2.0 KiB
GLSL
/**
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* @file starsF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, 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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out vec4 frag_data[4];
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in vec4 vertex_color;
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in vec2 vary_texcoord0;
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in vec2 screenpos;
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uniform sampler2D diffuseMap;
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uniform float blend_factor;
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uniform float custom_alpha;
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uniform float time;
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float twinkle(){
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float d = fract(screenpos.x + screenpos.y);
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return abs(d);
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}
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// See:
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// ALM off: class1/environment/starsF.glsl
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// ALM on : class1/deferred/starsF.glsl
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void main()
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{
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// camera above water: class1\deferred\starsF.glsl
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// camera below water: class1\environment\starsF.glsl
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vec4 col_a = texture(diffuseMap, vary_texcoord0.xy);
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vec4 col_b = texture(diffuseMap, vary_texcoord0.xy);
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vec4 col = mix(col_b, col_a, blend_factor);
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col.rgb *= vertex_color.rgb;
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float factor = smoothstep(0.0f, 0.9f, custom_alpha);
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col.a = (col.a * factor) * 32.0f;
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col.a *= twinkle();
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frag_data[1] = vec4(0.0f);
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frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS);
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#if defined(HAS_EMISSIVE)
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frag_data[0] = vec4(0);
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frag_data[3] = col;
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#else
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frag_data[0] = col;
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#endif
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}
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