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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
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')
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightV.glsl89
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl29
13 files changed, 278 insertions, 105 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
index c169fceb88..9ab986be6d 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
@@ -1,31 +1,15 @@
-void applyScatter(inout vec3 color);
+/**
+ * @file lightF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
uniform sampler2D diffuseMap;
void default_lighting()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
- //applyScatter(color.rgb);
+ color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
gl_FragColor = color;
}
-void alpha_lighting()
-{
- default_lighting();
-}
-
-void water_lighting(inout vec3 diff)
-{
- applyScatter(diff);
-}
-
-void terrain_lighting(inout vec3 color)
-{
- color.rgb *= gl_Color.rgb;
- applyScatter(color);
-}
-
-vec4 getLightColor()
-{
- return gl_Color;
-} \ No newline at end of file
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
new file mode 100644
index 0000000000..b12cca9126
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
@@ -0,0 +1,15 @@
+/**
+ * @file lightFullbrightF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+
+uniform sampler2D diffuseMap;
+
+void fullbright_lighting()
+{
+ gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
new file mode 100644
index 0000000000..bc795a7513
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
@@ -0,0 +1,15 @@
+/**
+ * @file lightFullbrightShinyF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+
+uniform sampler2D diffuseMap;
+uniform samplerCube environmentMap;
+
+void fullbright_shiny_lighting()
+{
+ gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
new file mode 100644
index 0000000000..b13088fb19
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
@@ -0,0 +1,15 @@
+/**
+ * @file lightFullbrightWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+
+uniform sampler2D diffuseMap;
+
+void fullbright_lighting_water()
+{
+ gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
new file mode 100644
index 0000000000..bbbd9f3dfe
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
@@ -0,0 +1,46 @@
+/**
+ * @file lightFuncSpecularV.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 calcDirectionalSpecular(vec3 view, vec3 n, vec3 l)
+{
+ return pow(max(dot(reflect(view, n),l), 0.0),8.0);
+}
+
+float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da)
+{
+
+ specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da;
+ return max(dot(n,l),0.0);
+}
+
+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(1.0/(r * d), 0.0, 1.0);
+
+ //angular attenuation
+
+ da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da);
+
+ return da*lightCol;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
new file mode 100644
index 0000000000..3e8fdfb3e4
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -0,0 +1,34 @@
+/**
+ * @file lightFuncV.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, vec4 lp, float la)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ //normalize light vector
+ lv *= 1.0/d;
+
+ //distance attenuation
+ float da = clamp(1.0/(la * d), 0.0, 1.0);
+
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+
+ return da;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
new file mode 100644
index 0000000000..c6f7f8b81b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
@@ -0,0 +1,17 @@
+/**
+ * @file lightShinyF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+
+uniform sampler2D diffuseMap;
+uniform samplerCube environmentMap;
+
+void shiny_lighting()
+{
+ color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
new file mode 100644
index 0000000000..75f61ccdf1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
@@ -0,0 +1,17 @@
+/**
+ * @file lightShinyWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+
+uniform sampler2D diffuseMap;
+uniform samplerCube environmentMap;
+
+void shiny_lighting_water()
+{
+ color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
new file mode 100644
index 0000000000..853212923c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
@@ -0,0 +1,26 @@
+/**
+ * @file lightV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+float calcDirectionalLight(vec3 n, vec3 l);
+
+// Same as non-specular lighting in lightV.glsl
+vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
+{
+ specularColor.rgb = vec3(0.0, 0.0, 0.0);
+ vec4 col;
+ col.a = color.a;
+
+ col.rgb = gl_LightModel.ambient.rgb + baseCol.rgb;
+
+ col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz);
+ col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
+
+ col.rgb = min(col.rgb*color.rgb, 1.0);
+
+ return col;
+}
+
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));
-}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
new file mode 100644
index 0000000000..81dff1ef39
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
@@ -0,0 +1,15 @@
+/**
+ * @file lightWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D diffuseMap;
+
+void default_lighting_water()
+{
+ vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
new file mode 100644
index 0000000000..218585fb86
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
@@ -0,0 +1,35 @@
+/**
+ * @file sumLightsSpecularV.glsl
+ *
+ * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 atmosGetDiffuseSunlightColor();
+vec3 scaleDownLight(vec3 light);
+
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
+{
+ vec4 col;
+ col.a = color.a;
+
+
+ vec3 view = normalize(pos);
+
+ /// collect all the specular values from each calcXXXLightSpecular() function
+ vec4 specularSum = vec4(0.0);
+
+ col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
+ col.rgb = scaleDownLight(col.rgb);
+ col.rgb += atmosAmbient(baseCol.rgb);
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz,atmosGetDiffuseSunlightColor() * baseCol.a, 1.0));
+
+ col.rgb = min(col.rgb * color.rgb, 1.0);
+ specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
+
+ col.rgb += specularColor.rgb;
+
+ return col;
+}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
new file mode 100644
index 0000000000..e5361033ef
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -0,0 +1,29 @@
+/**
+ * @file sumLightsV.glsl
+ *
+ * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+float calcDirectionalLight(vec3 n, vec3 l);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
+{
+ vec4 col;
+ col.a = color.a;
+
+ col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
+ col.rgb = scaleDownLight(col.rgb);
+ col.rgb += atmosAmbient(baseLight.rgb);
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+
+ col.rgb = min(col.rgb*color.rgb, 1.0);
+
+ return col;
+}
+
+