diff options
author | James Cook <james@lindenlab.com> | 2007-01-02 08:33:20 +0000 |
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committer | James Cook <james@lindenlab.com> | 2007-01-02 08:33:20 +0000 |
commit | 420b91db29485df39fd6e724e782c449158811cb (patch) | |
tree | b471a94563af914d3ed3edd3e856d21cb1b69945 /indra/newview/app_settings/shaders/class1/lighting |
Print done when done.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/lighting/lightF.glsl | 31 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/lighting/lightV.glsl | 99 |
2 files changed, 130 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl new file mode 100644 index 0000000000..b2a6d67621 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -0,0 +1,31 @@ +void applyScatter(inout vec3 color); + +uniform sampler2D diffuseMap; + +void default_lighting() +{ + vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); + applyScatter(color.rgb); + 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/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl new file mode 100644 index 0000000000..e3816318a1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl @@ -0,0 +1,99 @@ + +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; +} + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) +{ + vec4 col; + col.a = color.a; + + col.rgb = gl_LightModel.ambient.rgb + baseLight.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; +} + +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)); +} |