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authorBrad Kittenbrink <brad@lindenlab.com>2008-02-27 18:58:14 +0000
committerBrad Kittenbrink <brad@lindenlab.com>2008-02-27 18:58:14 +0000
commit6d52efe452aa8469e0343da1c7d108f3f52ab651 (patch)
treea87be48e9840d7fc1f7ee514d7c7f994e71fdb3c /indra/newview/app_settings/shaders/class2/lighting
parent6027ad2630b8650cabcf00628ee9b0d25bedd67f (diff)
Merge of windlight into release (QAR-286). This includes all changes in
windlight14 which have passed QA (up through r79932). svn merge -r 80831:80833 svn+ssh://svn.lindenlab.com/svn/linden/branches/merge_windlight14_r80620
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/lighting')
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightF.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightV.glsl128
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl34
11 files changed, 265 insertions, 146 deletions
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
index 6f732ed731..b372d66298 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
@@ -1,36 +1,23 @@
-void applyScatter(inout vec3 color);
+/**
+ * @file lightF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
uniform sampler2D diffuseMap;
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
void default_lighting()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
- //applyScatter(color.rgb);
- gl_FragColor = color;
-}
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+
+ color.rgb = atmosLighting(color.rgb);
-void alpha_lighting()
-{
- vec4 diff = texture2D(diffuseMap, gl_TexCoord[0].xy);
- vec3 color = gl_Color.rgb * diff.rgb;
- applyScatter(color);
- gl_FragColor.rgb = color;
- gl_FragColor.a = diff.a * gl_Color.a;
-}
+ color.rgb = scaleSoftClip(color.rgb);
-void water_lighting(inout vec3 diff)
-{
- diff = (diff*0.9 + gl_Color.rgb*0.1);
- applyScatter(diff);
-}
-
-void terrain_lighting(inout vec3 color)
-{
- color.rgb *= gl_Color.rgb;
- applyScatter(color);
+ gl_FragColor = color;
}
-vec4 getLightColor()
-{
- return gl_Color;
-} \ No newline at end of file
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
new file mode 100644
index 0000000000..e6b6d85808
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
@@ -0,0 +1,23 @@
+/**
+ * @file lightFullbrightF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D diffuseMap;
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+void fullbright_lighting()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
new file mode 100644
index 0000000000..8f408c0436
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
@@ -0,0 +1,30 @@
+/**
+ * @file lightFullbrightShinyF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D diffuseMap;
+uniform samplerCube environmentMap;
+
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+void fullbright_shiny_lighting()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ color.rgb *= gl_Color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ color.a = max(color.a, gl_Color.a);
+
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
new file mode 100644
index 0000000000..060ad9cb67
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
@@ -0,0 +1,21 @@
+/**
+ * @file lightFullbrightWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D diffuseMap;
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void fullbright_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ gl_FragColor = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
new file mode 100644
index 0000000000..b3927c77a6
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
@@ -0,0 +1,29 @@
+/**
+ * @file lightShinyF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D diffuseMap;
+uniform samplerCube environmentMap;
+
+vec3 scaleSoftClip(vec3 light);
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ color.rgb *= gl_Color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+ color.a = max(color.a, gl_Color.a);
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
new file mode 100644
index 0000000000..f090306be6
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
@@ -0,0 +1,27 @@
+/**
+ * @file lightShinyWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+
+uniform sampler2D diffuseMap;
+uniform samplerCube environmentMap;
+
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ color.rgb *= gl_Color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+ color.a = max(color.a, gl_Color.a);
+ gl_FragColor = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
new file mode 100644
index 0000000000..c3384ffc5d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
@@ -0,0 +1,16 @@
+/**
+ * @file lightSpecularV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+// All lights, no specular highlights
+
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
+
+vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
+{
+ return sumLightsSpecular(pos, norm, color, specularColor, baseCol);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
index b15960dea2..ff3bcb5cd2 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
@@ -1,126 +1,16 @@
-// All lights, no specular highlights
-
-float calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return a;
-}
-
-float calcPointLight(vec3 v, vec3 n, vec4 lp, 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 *= calcDirectionalLight(n, lv);
-
- return da;
-}
+/**
+ * @file lightV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
-float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l)
-{
- return pow(max(dot(reflect(view, n),l), 0.0),8.0);
-}
+// All lights, no specular highlights
-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(1.0/(r * d), 0.0, 1.0);
-
- //angular attenuation
-
- da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da);
-
- return da*lightCol;
-}
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
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 += 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[5].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
-
- col.rgb = min(col.rgb*color.rgb, 1.0);
-
- gl_FrontColor = vec4(col.rgb, col.a);
- 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));
+ return sumLights(pos, norm, color, baseLight);
}
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
-{
- vec4 col;
- col.a = color.a;
-
- col.rgb = gl_LightModel.ambient.rgb;
-
- vec3 view = normalize(pos);
-
- vec4 specular = specularColor;
- specularColor.rgb = vec3(0.0, 0.0, 0.0);
-
- col.rgb += baseCol.a*gl_LightSource[0].diffuse.rgb*calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[0].position.xyz,gl_LightSource[0].diffuse.rgb*baseCol.a, 1.0);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz,gl_LightSource[1].diffuse.rgb, 1.0);
- col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation,gl_LightSource[2].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation,gl_LightSource[3].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation,gl_LightSource[4].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[5].position.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation,gl_LightSource[5].diffuse.rgb);
- //col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[6].position.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation,gl_LightSource[6].diffuse.rgb);
- //col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[7].position.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation,gl_LightSource[7].diffuse.rgb);
- col.rgb += baseCol.rgb;
-
- col.rgb = min(col.rgb*color.rgb, 1.0);
- specularColor.rgb = min(specularColor.rgb*specular.rgb, 1.0);
-
- gl_FrontColor = vec4(col.rgb+specularColor.rgb,col.a);
- return col;
-}
-
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec3 baseCol)
-{
- return calcLightingSpecular(pos, norm, color, specularColor, vec4(baseCol, 1.0));
-}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
new file mode 100644
index 0000000000..086954cd47
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
@@ -0,0 +1,21 @@
+/**
+ * @file lightWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+uniform sampler2D diffuseMap;
+
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void default_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ gl_FragColor = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
new file mode 100644
index 0000000000..edd1a8a946
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
@@ -0,0 +1,41 @@
+/**
+ * @file sumLightsV.glsl
+ *
+ * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
+vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 atmosGetDiffuseSunlightColor();
+vec3 scaleDownLight(vec3 light);
+
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
+{
+ vec4 col = vec4(0.0, 0.0, 0.0, color.a);
+
+ vec3 view = normalize(pos);
+
+ /// collect all the specular values from each calcXXXLightSpecular() function
+ vec4 specularSum = vec4(0.0);
+
+ // Collect normal lights (need to be divided by two, as we later multiply by 2)
+ col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].diffuse.rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation, gl_LightSource[3].diffuse.rgb);
+ //col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].diffuse.rgb);
+ col.rgb = scaleDownLight(col.rgb);
+
+ // Add windlight lights
+ col.rgb += atmosAmbient(baseCol.rgb);
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz, atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
+
+ col.rgb = min(col.rgb*color.rgb, 1.0);
+ specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
+ col.rgb += specularColor.rgb;
+
+ return col;
+}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
new file mode 100644
index 0000000000..f4c59734a4
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -0,0 +1,34 @@
+/**
+ * @file sumLightsV.glsl
+ *
+ * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+float calcDirectionalLight(vec3 n, vec3 l);
+float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
+{
+ vec4 col = vec4(0.0, 0.0, 0.0, color.a);
+
+ // 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 = scaleDownLight(col.rgb);
+
+ // Add windlight lights
+ col.rgb += atmosAmbient(baseLight.rgb);
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+
+ col.rgb = min(col.rgb*color.rgb, 1.0);
+
+ return col;
+}
+