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authorTofu Linden <tofu.linden@lindenlab.com>2010-02-19 13:51:35 +0000
committerTofu Linden <tofu.linden@lindenlab.com>2010-02-19 13:51:35 +0000
commit49b37a4dc362679e94fe04ff3cd7094f0e0e9f68 (patch)
tree9832afd6820bc0122fb8eef0552bbfab58736492 /indra/newview/app_settings/shaders/class2/lighting
parentc3a71b7dcbfe855058a84e22651aea3910133aa1 (diff)
parent8bafcc0491d0131a53226365f18b3ba68648a742 (diff)
merge from viewer2, conflicts resolved...
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/lighting')
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl9
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