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authorDave Parks <davep@lindenlab.com>2011-09-15 16:38:31 -0500
committerDave Parks <davep@lindenlab.com>2011-09-15 16:38:31 -0500
commit24ae2fb5af52d7128e79a0f63afce9a8db1123eb (patch)
tree97d944e8dbe700e946f4e35b08ebeb407aaabe6b /indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
parentf72a24bf3a5bf7ecb826ef5e6d7f17dbb92d5db2 (diff)
SH-2243 work in progress -- don't use built-in GL light state when shaders are available.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl25
1 files changed, 15 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 51e7c0780d..490ac7c067 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -55,6 +55,11 @@ uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -97,8 +102,8 @@ void main()
vec3 norm = normalize(normal_matrix * normal);
- float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
- vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
+ float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
+ vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
calcAtmospherics(pos.xyz);
@@ -106,12 +111,12 @@ void main()
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
// Collect normal lights
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
vary_pointlight_col = col.rgb*diffuse_color.rgb;
@@ -120,10 +125,10 @@ void main()
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_light = gl_LightSource[0].position.xyz;
+ vary_light = light_position[0].xyz;
vary_ambient = col.rgb*diffuse_color.rgb;
- vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
+ vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
col.rgb = col.rgb*diffuse_color.rgb;