diff options
author | James Cook <james@lindenlab.com> | 2007-01-02 08:33:20 +0000 |
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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)); +} |