diff options
author | Brad Kittenbrink <brad@lindenlab.com> | 2008-02-27 18:58:14 +0000 |
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committer | Brad Kittenbrink <brad@lindenlab.com> | 2008-02-27 18:58:14 +0000 |
commit | 6d52efe452aa8469e0343da1c7d108f3f52ab651 (patch) | |
tree | a87be48e9840d7fc1f7ee514d7c7f994e71fdb3c /indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl | |
parent | 6027ad2630b8650cabcf00628ee9b0d25bedd67f (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/class3/avatar/avatarV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl | 112 |
1 files changed, 47 insertions, 65 deletions
diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index 2505afea65..04c10536e0 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -1,10 +1,14 @@ -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec3 baseCol); -mat4 getSkinnedTransform(); -void default_scatter(vec3 viewVec, vec3 lightDir); +/** + * @file avatarV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ -attribute vec4 materialColor; //2 +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +mat4 getSkinnedTransform(); +void calcAtmospherics(vec3 inPositionEye); -attribute vec4 binormal; //6 attribute vec4 clothing; //4 attribute vec4 gWindDir; //7 @@ -27,102 +31,80 @@ void main() norm.z = dot(trans[2].xyz, gl_Normal); norm = normalize(norm); - vec3 binorm; - binorm.x = dot(trans[0].xyz, binormal.xyz); - binorm.y = dot(trans[1].xyz, binormal.xyz); - binorm.z = dot(trans[2].xyz, binormal.xyz); - norm = normalize(norm); - //wind vec4 windEffect; - windEffect = vec4(dot(norm, gWindDir.xyz)); // DP3 windEffect, blendNorm, gWindDir; - pos.x = dot(trans[2].xyz, gl_Vertex.xyz); // DP3 blendPos.x, blendMatZ, iPos; + windEffect = vec4(dot(norm, gWindDir.xyz)); + pos.x = dot(trans[2].xyz, gl_Vertex.xyz); windEffect.xyz = pos.x * vec3(0.015, 0.015, 0.015) - + windEffect.xyz; // MAD windEffect.xyz, blendPos.x, {0.015, 0.015, 0.015, 0}, windEffect; - windEffect.w = windEffect.w * 2.0 + 1.0; // MAD windEffect.w, windEffect, {0, 0, 0, 2}, {0, 0, 0, 1}; # move wind offset value to [-1, 3] - windEffect.w = windEffect.w*gWindDir.w; // MUL windEffect.w, windEffect, gWindDir; # modulate wind strength + + windEffect.xyz; + windEffect.w = windEffect.w * 2.0 + 1.0; // move wind offset value to [-1, 3] + windEffect.w = windEffect.w*gWindDir.w; // modulate wind strength windEffect.xyz = windEffect.xyz*gSinWaveParams.xyz - +vec3(gSinWaveParams.w); // MAD windEffect.xyz, windEffect, gSinWaveParams, gSinWaveParams.w; # use sin wave params to scale and offset input + +vec3(gSinWaveParams.w); // use sin wave params to scale and offset input //reduce to period of 2 PI vec4 temp1, temp0, temp2, offsetPos; - temp1.xyz = windEffect.xyz * gPiConstants.x; // MUL temp1.xyz, windEffect, gPiConstants.x; # change input as multiple of [0-2PI] to [0-1] - temp0.y = mod(temp1.x,1.0); // EXP temp0, temp1.x; # find mod(x, 1) - windEffect.x = temp0.y * gPiConstants.y; // MUL windEffect.x, temp0.y, gPiConstants.y; # scale from [0,1] to [0, 2PI] - temp1.z = temp1.z - gPiConstants.w; // ADD temp1.z, temp1.z, -gPiConstants.w; # shift normal oscillation by PI/2 - temp0.y = mod(temp1.z,1.0); // EXP temp0, temp1.z; # find mod(x, 1) + temp1.xyz = windEffect.xyz * gPiConstants.x; // change input as multiple of [0-2PI] to [0-1] + temp0.y = mod(temp1.x,1.0); + windEffect.x = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI] + temp1.z = temp1.z - gPiConstants.w; // shift normal oscillation by PI/2 + temp0.y = mod(temp1.z,1.0); - windEffect.z = temp0.y * gPiConstants.y; // MUL windEffect.z, temp0.y, gPiConstants.y; # scale from [0,1] to [0, 2PI] - windEffect.xyz = windEffect.xyz + vec3(-3.141592); // # offset to [-PI, PI] - // ADD windEffect.xyz, windEffect, {-3.141592, -3.141592, -3.141592, -3.141592}; + windEffect.z = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI] + windEffect.xyz = windEffect.xyz + vec3(-3.141592); // offset to [-PI, PI] + //calculate sinusoid vec4 sinWave; - temp1 = windEffect*windEffect; // MUL temp1, windEffect, windEffect; # x^2 + temp1 = windEffect*windEffect; sinWave = -temp1 * gMinMaxConstants.w - + vec4(gMinMaxConstants.z); // MAD sinWave, -temp1, gMinMaxConstants.w, gMinMaxConstants.z; # y = -(x^2)/7! + 1/5! - sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.y); // MAD sinWave, sinWave, -temp1, gMinMaxConstants.y; # y = -(x^2) * (-(x^2)/7! + 1/5!) + 1/3! - sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.x); // MAD sinWave, sinWave, -temp1, gMinMaxConstants.x; # y = -(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1 - sinWave = sinWave * windEffect; // MUL sinWave, sinWave, windEffect; # y = x * (-(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1) + + vec4(gMinMaxConstants.z); // y = -(x^2)/7! + 1/5! + sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.y); // y = -(x^2) * (-(x^2)/7! + 1/5!) + 1/3! + sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.x); // y = -(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1 + sinWave = sinWave * windEffect; // y = x * (-(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1) // sinWave.x holds sin(norm . wind_direction) with primary frequency // sinWave.y holds sin(norm . wind_direction) with secondary frequency // sinWave.z hold cos(norm . wind_direction) with primary frequency sinWave.xyz = sinWave.xyz * gWindDir.w - + vec3(windEffect.w); // MAD sinWave.xyz, sinWave, gWindDir.w, windEffect.w; # multiply by wind strength in gWindDir.w [-wind, wind] + + vec3(windEffect.w); // multiply by wind strength in gWindDir.w [-wind, wind] // add normal facing bias offset [-wind,wind] -> [-wind - .25, wind + 1] - temp1 = vec4(dot(norm, gGravity.xyz)); // DP3 temp1, blendNorm, gGravity; # how much is this normal facing in direction of gGravity? - temp1 = min(temp1, vec4(0.2,0.0,0.0,0.0)); // MIN temp1, temp1, {0.2, 0, 0, 0}; # clamp [-1, 1] to [-1, 0.2] - temp1 = temp1*vec4(1.5,0.0,0.0,0.0); // MUL temp1, temp1, {1.5, 0, 0, 0}; # scale from [-1,0.2] to [-1.5, 0.3] - sinWave.x = sinWave.x + temp1.x; // ADD sinWave.x, sinWave, temp1; # add gGravity effect to sinwave (only primary frequency) - sinWave.xyz = sinWave.xyz * clothing.w; // MUL sinWave.xyz, sinWave, iClothing.w; # modulate by clothing coverage + temp1 = vec4(dot(norm, gGravity.xyz)); // how much is this normal facing in direction of gGravity? + temp1 = min(temp1, vec4(0.2,0.0,0.0,0.0)); // clamp [-1, 1] to [-1, 0.2] + temp1 = temp1*vec4(1.5,0.0,0.0,0.0); // scale from [-1,0.2] to [-1.5, 0.3] + sinWave.x = sinWave.x + temp1.x; // add gGravity effect to sinwave (only primary frequency) + sinWave.xyz = sinWave.xyz * clothing.w; // modulate by clothing coverage - sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0)); // MAX sinWave.xyz, sinWave, {-1, -1, -1, -1}; # clamp to underlying body shape - offsetPos = clothing * sinWave.x; // MUL offsetPos, iClothing, sinWave.x; # multiply wind effect times clothing displacement - temp2 = gWindDir*sinWave.z + vec4(norm,0); // MAD temp2, gWindDir, sinWave.z, blendNorm; # calculate normal offset due to wind oscillation - offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+gl_Vertex; // MAD offsetPos, {1.0, 1.0, 1.0, 0.0}, offsetPos, iPos; # add to offset vertex position, and zero out effect from w - norm += temp2.xyz*2.0; // MAD blendNorm, temp2, {2, 2, 2, 2}, blendNorm; # add sin wave effect on normals (exaggerated) + sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0)); // clamp to underlying body shape + offsetPos = clothing * sinWave.x; // multiply wind effect times clothing displacement + temp2 = gWindDir*sinWave.z + vec4(norm,0); // calculate normal offset due to wind oscillation + offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+gl_Vertex; // add to offset vertex position, and zero out effect from w + norm += temp2.xyz*2.0; // add sin wave effect on normals (exaggerated) //add "backlighting" effect float colorAcc; - colorAcc = 1.0 - clothing.w; // SUB colorAcc, {1, 1, 1, 1}, iClothing; - norm.z -= colorAcc * 0.2; // MAD blendNorm, colorAcc.w, {0, 0, -0.2, 0}, blendNorm; + colorAcc = 1.0 - clothing.w; + norm.z -= colorAcc * 0.2; //renormalize normal (again) - norm = normalize(norm); // DP3 divisor.w, blendNorm, blendNorm; - // RSQ divisor.xyz, divisor.w; - // MUL blendNorm.xyz, blendNorm, divisor; - - //project binormal to normal plane to ensure orthogonality - temp2 = vec4(dot(norm, binorm)); // DP3 temp2, blendNorm, blendBinorm; - binorm = binorm - temp2.xyz; // SUB blendBinorm, blendBinorm, temp2; - - //renormalize binormal - binorm = normalize(binorm); // DP3 divisor.w, blendBinorm, blendBinorm; - // RSQ divisor.xyz, divisor.w; - // MUL blendBinorm.xyz, blendBinorm, divisor; + norm = normalize(norm); pos.x = dot(trans[0], offsetPos); pos.y = dot(trans[1], offsetPos); pos.z = dot(trans[2], offsetPos); pos.w = 1.0; + + calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, materialColor, gl_Color.rgb); + vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0)); gl_FrontColor = color; gl_Position = gl_ProjectionMatrix * pos; - vec3 N = norm; - vec3 B = binorm; - vec3 T = cross(N,B); - //gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + 1.0/512.0 * vec2(dot(T,gl_LightSource[0].position.xyz), - // dot(B,gl_LightSource[0].position.xyz)); - gl_TexCoord[2] = vec4(pos.xyz, 1.0); - default_scatter(pos.xyz, gl_LightSource[0].position.xyz); - -}
\ No newline at end of file + +} |