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| author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-01-28 18:01:12 -0800 | 
|---|---|---|
| committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-01-28 18:01:12 -0800 | 
| commit | 0467d0a62916f045c50c53e12719ca692271326c (patch) | |
| tree | 07ea966bc907d32de0ddce816b55e2d858a7718d /indra/newview/app_settings/shaders/class1 | |
| parent | adcfdfd8c00a04759833ef2ae9bb9d1f5084dc85 (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.glsl | 21 | 
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;	  } | 
