diff options
| author | James Cook <james@lindenlab.com> | 2007-01-02 08:33:20 +0000 | 
|---|---|---|
| committer | James Cook <james@lindenlab.com> | 2007-01-02 08:33:20 +0000 | 
| commit | 420b91db29485df39fd6e724e782c449158811cb (patch) | |
| tree | b471a94563af914d3ed3edd3e856d21cb1b69945 /indra/newview/app_settings/shaders/class2 | |
Print done when done.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
4 files changed, 321 insertions, 0 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl new file mode 100644 index 0000000000..7957eddb31 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -0,0 +1,23 @@ +vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec3 baseCol); +void default_scatter(vec3 viewVec, vec3 lightDir); + +attribute vec4 materialColor; +attribute vec4 specularColor; + +void main() +{ +	//transform vertex +	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	 +	vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz; +	vec3 norm = normalize(gl_NormalMatrix * gl_Normal); +	 +	default_scatter(pos.xyz, gl_LightSource[0].position.xyz); +	vec4 specular = specularColor; +	vec4 color = calcLightingSpecular(pos, norm, materialColor, specular, gl_Color.rgb); +			 +	gl_FrontColor = color; +	gl_FogFragCoord = pos.z; +} + diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl new file mode 100644 index 0000000000..e0e79e95ba --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -0,0 +1,136 @@ +void applyScatter(inout vec3 color); + +uniform sampler2D diffuseMap; +uniform sampler2D bumpMap;    +uniform samplerCube environmentMap; //: TEXUNIT4,   // Environment map texture +uniform sampler2D screenTex;   //   : TEXUNIT5 + +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform vec2 fbScale; +uniform float refScale; + +float msin(float x) { +   float k = sin(x)+1.0; +   k *= 0.5; +   k *= k; +   return 2.0 * k; +} + +float mcos(float x) { +   float k = cos(x)+1.0; +   k *= 0.5; +   k *= k; +   return 2.0 * k; +} + +float waveS(vec2 v, float t, float a, float f, vec2 d, float s, sampler1D sinMap)  +{ +   return texture1D(sinMap, (dot(d, v)*f + t*s)*f).r*a; +} + +float waveC(vec2 v, float t, float a, float f, vec2 d, float s, sampler1D sinMap)  +{ +   return texture1D(sinMap, (dot(d, v)*f + t*s)*f).g*a*2.0-1.0; +} + +float magnitude(vec3 vec) { +   return sqrt(dot(vec,vec)); +} + +vec3 mreflect(vec3 i, vec3 n) { +   return i + n * 2.0 * abs(dot(n,i))+vec3(0.0,0.0,0.5); +} + +void main()  +{ +   vec2 texCoord = gl_TexCoord[0].xy;   // Texture coordinates +   vec2 littleWave1 = gl_TexCoord[0].zw; +   vec2 littleWave2 = gl_TexCoord[1].xy; +   vec2 bigWave = gl_TexCoord[1].zw; +   vec3 viewVec = gl_TexCoord[2].xyz; +   vec4 refCoord = gl_TexCoord[3]; +   vec4 col = gl_Color; +   vec4 color; +    +   //get color from alpha map (alpha denotes water depth), rgb denotes water color +   vec4 wcol = texture2D(diffuseMap, texCoord.xy); +       +   //store texture alpha +   float da = wcol.a; +          +   //modulate by incoming water color +   //wcol.a *= refCoord.w; +    +   //scale wcol.a (water depth) for steep transition +   wcol.a *= wcol.a; +    +   //normalize view vector +   viewVec = normalize(viewVec); +    +   //get bigwave normal +   vec3 wavef = texture2D(bumpMap, bigWave).xyz*2.0; +       +   vec3 view = vec3(viewVec.x, viewVec.y, viewVec.z); +    +   float dx = 1.0-(dot(wavef*2.0-vec3(1.0), view))*da; +   dx *= 0.274; +       +   //get detail normals +   vec3 dcol = texture2D(bumpMap, littleWave1+dx*view.xy).rgb*0.75; +   dcol += texture2D(bumpMap, littleWave2+view.xy*dx*0.1).rgb*1.25; +       +   //interpolate between big waves and little waves (big waves in deep water) +   wavef = wavef*wcol.a + dcol*(1.0-wcol.a); +    +   //crunch normal to range [-1,1] +   wavef -= vec3(1,1,1); +    +   //get base fresnel component +   float df = dot(viewVec,wavef); +   //reposition fresnel to latter half of [0,1] +   df = 1.0-clamp(df,0.0,1.0); + +   //set output alpha based on fresnel +   color.a = clamp((df+da)*0.5,0.0,1.0); +       +   //calculate reflection vector +   vec3 ref = reflect(viewVec.xyz, wavef); +    +   //get specular component +   float spec = clamp(dot(lightDir, normalize(ref)),0.0,1.0); +       +   //fudge reflection to be more noisy at good angles +   ref.z = ref.z*ref.z+df*df*0.5; +    +   //get diffuse component +   float diff = clamp((abs(dot(ref, wavef))),0.0,1.0)*0.9; +       +   //fudge diffuse for extra contrast and ambience +   diff *= diff;       +   diff += 0.4; +     +   //set diffuse color contribution +   color.rgb = textureCube(environmentMap, ref).rgb*diff; +    +   //harden specular +   spec = pow(spec, lightExp); +    +   //add specular color contribution +   color.rgb += spec * specular; + +   //figure out distortion vector (ripply)    +   vec2 distort = clamp(((refCoord.xy/refCoord.z) * 0.5 + 0.5 + wavef.xy*refScale),0.0,0.99); +    +   //read from framebuffer (offset) +   vec4 fb = texture2D(screenTex, distort*fbScale); +    +   //tint by framebuffer +   color.rgb = color.a*color.rgb + (1.0-color.a)*fb.rgb; +    +   //apply fog +   applyScatter(color.rgb); +    +   gl_FragColor = color; +} diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl new file mode 100644 index 0000000000..0ef1129253 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl @@ -0,0 +1,36 @@ +void applyScatter(inout vec3 color); + +uniform sampler2D diffuseMap; + +void default_lighting()  +{ +	vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); +	applyScatter(color.rgb); +	gl_FragColor = color; +} + +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;	 +} + +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); +} + +vec4 getLightColor() +{ +	return gl_Color; +}
\ No newline at end of file diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl new file mode 100644 index 0000000000..b15960dea2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl @@ -0,0 +1,126 @@ +// 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;	 +} + +float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l) +{ +	return pow(max(dot(reflect(view, n),l), 0.0),8.0); +} + +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 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)); +} + +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)); +} | 
