diff options
author | Oz Linden <oz@lindenlab.com> | 2013-02-12 13:27:03 -0500 |
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committer | Oz Linden <oz@lindenlab.com> | 2013-02-12 13:27:03 -0500 |
commit | 8bb3d0891dfd87b54cd45dfe199c2f1bf21205b3 (patch) | |
tree | 30f038fde12f74908f94be9079cdee759481c5a0 /indra/newview/app_settings/shaders | |
parent | 66c75202a8a99adeb7de443ce5ebe3d834f91c24 (diff) | |
parent | e87000ba0750e55d9d6b55feccc4124f5d2b4b74 (diff) |
merge up to 3.4.5-release
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/previewF.glsl | 41 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/previewV.glsl | 57 |
2 files changed, 90 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewF.glsl b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl new file mode 100644 index 0000000000..284da3d0ac --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl @@ -0,0 +1,41 @@ +/** + * @file previewF.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void main() +{ + vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; + frag_color = color; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 5dcfa87066..7f3f84398b 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -32,12 +32,51 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; +uniform vec4 color; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + +//=================================================================================================== +//declare these here explicitly to separate them from atmospheric lighting elsewhere to work around +//drivers that are picky about functions being declared but not defined even if they aren't called +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) +{ + //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); + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= calcDirectionalLight(n, lv); + + return da; +} +//==================================================================================================== -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); void main() { @@ -45,13 +84,15 @@ void main() vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - + vec3 norm = normalize(normal_matrix * normal); - calcAtmospherics(pos.xyz); - - vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); - vertex_color = color; + vec4 col = vec4(0,0,0,1); - + // Collect normal lights (need to be divided by two, as we later multiply by 2) + col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); + col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); + + vertex_color = col*color; } |