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author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-08-24 18:37:53 +0100 |
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committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-08-24 18:37:53 +0100 |
commit | 6ba23344c95157793af9e4154933ae8df61630e8 (patch) | |
tree | e12956cbe7a0082bbaaa545cb80d9e86b13f88e8 /indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl | |
parent | 01d06a3572c533f810f8f42e7ae9c55051f34aaf (diff) | |
parent | 46e6135eef90b7ff0f08b12384a9aafc1a3e91e1 (diff) |
merge heads. whew.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index f4c59734a4..19800d96dc 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -6,7 +6,7 @@ */ float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -18,9 +18,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz); - col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); + + col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); col.rgb = scaleDownLight(col.rgb); // Add windlight lights |