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authorTofu Linden <tofu.linden@lindenlab.com>2010-01-28 18:01:12 -0800
committerTofu Linden <tofu.linden@lindenlab.com>2010-01-28 18:01:12 -0800
commitb7aa0ce2446dfa586f4727d537cdf02fb643fbe9 (patch)
treec274d8cde28641d909c523c4fa5a540edf9594c0 /indra/newview/app_settings/shaders
parentec2eae01fa5f9f47492035537f9ddbee86471a84 (diff)
enable basic directional lighting for basic/atmospheric shaders - yay.
next, needs the non-shader GL lighting model to be equally dumb (it's too smart - kill the spot angle.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl8
2 files changed, 26 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index 3e8fdfb3e4..211de830fa 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -28,7 +28,28 @@ float calcPointLight(vec3 v, vec3 n, vec4 lp, float la)
//angular attenuation
da *= calcDirectionalLight(n, lv);
+
+ return da;
+}
+
+
+float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, 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 *= dot(lv, -ln) * calcDirectionalLight(n, lv);
+
return da;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index f4c59734a4..fd264b9e74 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -7,6 +7,7 @@
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -18,9 +19,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
// Collect normal lights (need to be divided by two, as we later multiply by 2)
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[2].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation);
+ col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation);
+ //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation);
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights