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authorGeenz <geenz@geenzo.com>2013-04-08 23:02:57 -0400
committerGeenz <geenz@geenzo.com>2013-04-08 23:02:57 -0400
commitc2df68743d53a9525f67cbec14637db9d56dd9fe (patch)
tree0a11b77347c6654d4ac4f0dd857dd15070ebd152 /indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
parent3f01526e7120724e56f073e199bdc365f3f4b8db (diff)
First pass of per-pixel lit alpha blended objects.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl54
1 files changed, 52 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
index beb3290187..a0a79bada6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
@@ -47,9 +47,51 @@ VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec4 vertex_color;
+VARYING vec3 vary_norm;
uniform mat4 inv_proj;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+float calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = pow(max(dot(n,l),0.0), 0.6);
+ return a;
+}
+
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = dot(lv,lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist2 = d/la;
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(pow(dot(n, lv), 0.6), 0.0);
+ }
+
+ return da;
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
@@ -72,14 +114,22 @@ void main()
vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
+ vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
+
+ vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
+ vec3 light_col = vec3(0,0,0);
- color.rgb += diff.rgb * vary_pointlight_col.rgb;
+ for (int i = 2; i < 8; i++)
+ {
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ }
+
+ color.rgb += vary_pointlight_col * light_col;
frag_color = color;
//frag_color = vec4(1,0,1,1);