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authorTofu Linden <tofu.linden@lindenlab.com>2010-01-28 18:01:12 -0800
committerTofu Linden <tofu.linden@lindenlab.com>2010-01-28 18:01:12 -0800
commit0467d0a62916f045c50c53e12719ca692271326c (patch)
tree07ea966bc907d32de0ddce816b55e2d858a7718d /indra/newview/app_settings/shaders/class1
parentadcfdfd8c00a04759833ef2ae9bb9d1f5084dc85 (diff)
enable basic directional lighting for basic/atmospheric shaders - yay.
next, needs the non-shader GL lighting model to be equally dumb (it's too smart - kill the spot angle.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl21
1 files changed, 21 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index 3e8fdfb3e4..211de830fa 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -28,7 +28,28 @@ float calcPointLight(vec3 v, vec3 n, vec4 lp, float la)
//angular attenuation
da *= calcDirectionalLight(n, lv);
+
+ return da;
+}
+
+
+float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, 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 *= dot(lv, -ln) * calcDirectionalLight(n, lv);
+
return da;
}