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authorBrad Kittenbrink <brad@lindenlab.com>2008-02-27 18:58:14 +0000
committerBrad Kittenbrink <brad@lindenlab.com>2008-02-27 18:58:14 +0000
commit6d52efe452aa8469e0343da1c7d108f3f52ab651 (patch)
treea87be48e9840d7fc1f7ee514d7c7f994e71fdb3c /indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
parent6027ad2630b8650cabcf00628ee9b0d25bedd67f (diff)
Merge of windlight into release (QAR-286). This includes all changes in
windlight14 which have passed QA (up through r79932). svn merge -r 80831:80833 svn+ssh://svn.lindenlab.com/svn/linden/branches/merge_windlight14_r80620
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting/lightV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightV.glsl89
1 files changed, 7 insertions, 82 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index e3816318a1..8c2813a859 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -1,66 +1,11 @@
+/**
+ * @file lightV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
-float calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return a;
-}
-
-float calcPointLight(vec3 v, vec3 n, vec3 l, float r, float pw)
-{
- //get light vector
- vec3 lv = l-v;
-
- //get distance
- float d = length(lv);
-
- //normalize light vector
- lv *= 1.0/d;
-
- //distance attenuation
- float da = max((r-d)/r, 0.0);
-
- //da = pow(da, pw);
-
- //angular attenuation
- da *= calcDirectionalLight(n, lv);
-
- return da;
-}
-
-float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return a;
-}
-
-float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da)
-{
-
- specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da;
- return calcDirectionalLight(n,l);
-}
-
-vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol)
-{
- //get light vector
- vec3 lv = l-v;
-
- //get distance
- float d = length(lv);
-
- //normalize light vector
- lv *= 1.0/d;
-
- //distance attenuation
- float da = clamp((r-d)/r, 0.0, 1.0);
-
- //da = pow(da, pw);
-
- //angular attenuation
- da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da);
-
- return da*lightCol;
-}
+float calcDirectionalLight(vec3 n, vec3 l);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
@@ -77,23 +22,3 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
return col;
}
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec3 baseLight)
-{
- return calcLighting(pos, norm, color, vec4(baseLight, 1.0));
-}
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
-{
- return calcLighting(pos, norm, color, vec3(0.0,0.0,0.0));
-}
-
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
-{
- specularColor.rgb = vec3(0.0, 0.0, 0.0);
- return calcLighting(pos, norm, color, baseCol);
-}
-
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec3 baseCol)
-{
- return calcLightingSpecular(pos, norm, color, specularColor, vec4(baseCol, 1.0));
-}