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1/**
2 * @file glowExtractF.glsl
3 *
4 * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
5 * $License$
6 */
7
8#extension GL_ARB_texture_rectangle : enable
9
10uniform sampler2DRect diffuseMap;
11uniform float minLuminance;
12uniform float maxExtractAlpha;
13uniform vec3 lumWeights;
14uniform vec3 warmthWeights;
15uniform float warmthAmount;
16
17void main()
18{
19 vec4 col = texture2DRect(diffuseMap, gl_TexCoord[0].xy);
20
21 /// CALCULATING LUMINANCE (Using NTSC lum weights)
22 /// http://en.wikipedia.org/wiki/Luma_%28video%29
23 float lum = smoothstep(minLuminance, 1.0, dot(col.rgb, lumWeights ) );
24 float warmth = smoothstep(minLuminance, 1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
25
26 gl_FragColor.rgb = col.rgb;
27 gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
28}