diff options
| author | Graham Madarasz <graham@lindenlab.com> | 2013-04-19 19:29:06 -0700 | 
|---|---|---|
| committer | Graham Madarasz <graham@lindenlab.com> | 2013-04-19 19:29:06 -0700 | 
| commit | abb72591d4f480e90ee66951b49d34f90dd7c96c (patch) | |
| tree | f55d120317a3f981c119718a8372e4bcd164ddfa /indra/newview/app_settings/shaders | |
| parent | 894412285b3bbcb1f790145202e77a5aa6f369ec (diff) | |
Fixed line endings on shader
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 430 | 
1 files changed, 215 insertions, 215 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 2db795adfb..c170ebff8e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -1,215 +1,215 @@ -/** 
 - * @file alphaV.glsl
 - *
 - * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 - * Second Life Viewer Source Code
 - * Copyright (C) 2007, 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
 - * $/LicenseInfo$
 - */
 -
 -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 -void calcAtmospherics(vec3 inPositionEye);
 -
 -vec3 calcDirectionalLight(vec3 n, vec3 l);
 -
 -vec3 atmosAmbient(vec3 light);
 -vec3 atmosAffectDirectionalLight(float lightIntensity);
 -vec3 scaleDownLight(vec3 light);
 -vec3 scaleUpLight(vec3 light);
 -
 -uniform mat3 normal_matrix;
 -uniform mat4 texture_matrix0;
 -uniform mat4 projection_matrix;
 -uniform mat4 modelview_matrix;
 -uniform mat4 modelview_projection_matrix;
 -
 -ATTRIBUTE vec3 position;
 -
 -#ifdef USE_INDEXED_TEX
 -void passTextureIndex();
 -#endif
 -
 -ATTRIBUTE vec3 normal;
 -
 -#ifdef USE_VERTEX_COLOR
 -ATTRIBUTE vec4 diffuse_color;
 -#endif
 -
 -ATTRIBUTE vec2 texcoord0;
 -
 -#ifdef HAS_SKIN
 -mat4 getObjectSkinnedTransform();
 -#else
 -#ifdef IS_AVATAR_SKIN
 -mat4 getSkinnedTransform();
 -#endif
 -#endif
 -
 -VARYING vec3 vary_ambient;
 -VARYING vec3 vary_directional;
 -VARYING vec3 vary_fragcoord;
 -VARYING vec3 vary_position;
 -VARYING vec3 vary_pointlight_col;
 -
 -#ifdef USE_VERTEX_COLOR
 -VARYING vec4 vertex_color;
 -#endif
 -
 -VARYING vec2 vary_texcoord0;
 -VARYING vec3 vary_norm;
 -
 -uniform float near_clip;
 -uniform float shadow_offset;
 -uniform float shadow_bias;
 -
 -uniform vec4 light_position[8];
 -uniform vec3 light_direction[8];
 -uniform vec3 light_attenuation[8]; 
 -uniform vec3 light_diffuse[8];
 -
 -vec3 calcDirectionalLight(vec3 n, vec3 l)
 -{
 -        float a = max(dot(n,l),0.0);
 -        return vec3(a,a,a);
 -}
 -
 -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
 -{
 -	//get light vector
 -	vec3 lv = lp.xyz-v;
 -	
 -	//get distance
 -	float d = dot(lv,lv);
 -	
 -	float da = 0.0;
 -
 -	if (d > 0.0 && la > 0.0 && fa > 0.0)
 -	{
 -		//normalize light vector
 -		lv = normalize(lv);
 -	
 -		//distance attenuation
 -		float dist2 = d/la;
 -		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
 -
 -		// spotlight coefficient.
 -		float spot = max(dot(-ln, lv), is_pointlight);
 -		da *= spot*spot; // GL_SPOT_EXPONENT=2
 -
 -		//angular attenuation
 -		da *= max(dot(n, lv), 0.0);		
 -	}
 -
 -	return vec3(da,da,da);	
 -}
 -
 -void main()
 -{
 -	vec4 pos;
 -	vec3 norm;
 -	
 -	//transform vertex
 -#ifdef HAS_SKIN
 -	mat4 trans = getObjectSkinnedTransform();
 -	trans = modelview_matrix * trans;
 -	
 -	pos = trans * vec4(position.xyz, 1.0);
 -	
 -	norm = position.xyz + normal.xyz;
 -	norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
 -	vec4 frag_pos = projection_matrix * pos;
 -	gl_Position = frag_pos;
 -#else
 -
 -#ifdef IS_AVATAR_SKIN
 -	mat4 trans = getSkinnedTransform();
 -	vec4 pos_in = vec4(position.xyz, 1.0);
 -	pos.x = dot(trans[0], pos_in);
 -	pos.y = dot(trans[1], pos_in);
 -	pos.z = dot(trans[2], pos_in);
 -	pos.w = 1.0;
 -	
 -	norm.x = dot(trans[0].xyz, normal);
 -	norm.y = dot(trans[1].xyz, normal);
 -	norm.z = dot(trans[2].xyz, normal);
 -	norm = normalize(norm);
 -	
 -	vec4 frag_pos = projection_matrix * pos;
 -	gl_Position = frag_pos;
 -#else
 -	norm = normalize(normal_matrix * normal);
 -	vec4 vert = vec4(position.xyz, 1.0);
 -	pos = (modelview_matrix * vert);
 -	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
 -#endif
 -
 -#endif
 -
 -#ifdef USE_INDEXED_TEX
 -	passTextureIndex();
 -	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
 -#else
 -	vary_texcoord0 = texcoord0;
 -#endif
 -	
 -	vary_norm = norm;
 -	float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
 -	vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
 -	
 -	calcAtmospherics(pos.xyz);
 -
 -#ifndef USE_VERTEX_COLOR
 -	vec4 diffuse_color = vec4(1,1,1,1);
 -#endif
 -
 -	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
 -	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
 -
 -	vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f));
 -
 -	vary_pointlight_col = dff;
 -
 -	col.rgb = vec3(0,0,0);
 -
 -	// Add windlight lights
 -	col.rgb = atmosAmbient(col.rgb);
 -	
 -	vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
 -	vary_ambient = col.rgb*dff;
 -	
 -	col.rgb = col.rgb*dff;
 -	
 -#ifdef USE_VERTEX_COLOR
 -	vertex_color = col;
 -#endif
 -	
 -#ifdef HAS_SKIN
 -	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
 -#else
 -
 -#ifdef IS_AVATAR_SKIN
 -	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
 -#else
 -	pos = modelview_projection_matrix * vert;
 -	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
 -#endif
 -
 -#endif
 -
 -}
 +/**  + * @file alphaV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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 + * $/LicenseInfo$ + */ + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +vec3 calcDirectionalLight(vec3 n, vec3 l); + +vec3 atmosAmbient(vec3 light); +vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +#ifdef USE_INDEXED_TEX +void passTextureIndex(); +#endif + +ATTRIBUTE vec3 normal; + +#ifdef USE_VERTEX_COLOR +ATTRIBUTE vec4 diffuse_color; +#endif + +ATTRIBUTE vec2 texcoord0; + +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +#else +#ifdef IS_AVATAR_SKIN +mat4 getSkinnedTransform(); +#endif +#endif + +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; + +#ifdef USE_VERTEX_COLOR +VARYING vec4 vertex_color; +#endif + +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm; + +uniform float near_clip; +uniform float shadow_offset; +uniform float shadow_bias; + +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8];  +uniform vec3 light_diffuse[8]; + +vec3 calcDirectionalLight(vec3 n, vec3 l) +{ +        float a = max(dot(n,l),0.0); +        return vec3(a,a,a); +} + +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ +	//get light vector +	vec3 lv = lp.xyz-v; +	 +	//get distance +	float d = dot(lv,lv); +	 +	float da = 0.0; + +	if (d > 0.0 && la > 0.0 && fa > 0.0) +	{ +		//normalize light vector +		lv = normalize(lv); +	 +		//distance attenuation +		float dist2 = d/la; +		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + +		// spotlight coefficient. +		float spot = max(dot(-ln, lv), is_pointlight); +		da *= spot*spot; // GL_SPOT_EXPONENT=2 + +		//angular attenuation +		da *= max(dot(n, lv), 0.0);		 +	} + +	return vec3(da,da,da);	 +} + +void main() +{ +	vec4 pos; +	vec3 norm; +	 +	//transform vertex +#ifdef HAS_SKIN +	mat4 trans = getObjectSkinnedTransform(); +	trans = modelview_matrix * trans; +	 +	pos = trans * vec4(position.xyz, 1.0); +	 +	norm = position.xyz + normal.xyz; +	norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); +	vec4 frag_pos = projection_matrix * pos; +	gl_Position = frag_pos; +#else + +#ifdef IS_AVATAR_SKIN +	mat4 trans = getSkinnedTransform(); +	vec4 pos_in = vec4(position.xyz, 1.0); +	pos.x = dot(trans[0], pos_in); +	pos.y = dot(trans[1], pos_in); +	pos.z = dot(trans[2], pos_in); +	pos.w = 1.0; +	 +	norm.x = dot(trans[0].xyz, normal); +	norm.y = dot(trans[1].xyz, normal); +	norm.z = dot(trans[2].xyz, normal); +	norm = normalize(norm); +	 +	vec4 frag_pos = projection_matrix * pos; +	gl_Position = frag_pos; +#else +	norm = normalize(normal_matrix * normal); +	vec4 vert = vec4(position.xyz, 1.0); +	pos = (modelview_matrix * vert); +	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +#endif + +#endif + +#ifdef USE_INDEXED_TEX +	passTextureIndex(); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +#else +	vary_texcoord0 = texcoord0; +#endif +	 +	vary_norm = norm; +	float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); +	vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; +	 +	calcAtmospherics(pos.xyz); + +#ifndef USE_VERTEX_COLOR +	vec4 diffuse_color = vec4(1,1,1,1); +#endif + +	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); +	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); + +	vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f)); + +	vary_pointlight_col = dff; + +	col.rgb = vec3(0,0,0); + +	// Add windlight lights +	col.rgb = atmosAmbient(col.rgb); +	 +	vary_directional.rgb = atmosAffectDirectionalLight(1.0f); +	vary_ambient = col.rgb*dff; +	 +	col.rgb = col.rgb*dff; +	 +#ifdef USE_VERTEX_COLOR +	vertex_color = col; +#endif +	 +#ifdef HAS_SKIN +	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); +#else + +#ifdef IS_AVATAR_SKIN +	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); +#else +	pos = modelview_projection_matrix * vert; +	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); +#endif + +#endif + +} | 
