diff options
author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-02-01 17:55:25 +0000 |
---|---|---|
committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-02-01 17:55:25 +0000 |
commit | 2d2519c3be44410418947c86a1595aab5459b529 (patch) | |
tree | db127e24142368925d4da80435ad973d515871af /indra/newview/app_settings | |
parent | ef5cbcb0604cbffbb6c153a433411fedcf4e5831 (diff) | |
parent | 3dc32880ae0f2f0f5499a7f271df666759fc220a (diff) |
merge.
Diffstat (limited to 'indra/newview/app_settings')
7 files changed, 71 insertions, 73 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 1a7d58b07b..04e556c11a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -9,7 +9,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -41,23 +41,22 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col; - col.a = gl_Color.a; - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - col.rgb = scaleUpLight(col.rgb); + + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + vary_light = gl_LightSource[0].position.xyz; vary_ambient = col.rgb*gl_Color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index c1988d3c78..650fbcc3f5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -10,7 +10,7 @@ mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -47,23 +47,22 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col; - col.a = gl_Color.a; - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - col.rgb = scaleUpLight(col.rgb); + + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + vary_ambient = col.rgb*gl_Color.rgb; vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index 3e8fdfb3e4..da49e59b89 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -12,7 +12,8 @@ float calcDirectionalLight(vec3 n, vec3 l) return a; } -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la) + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -26,9 +27,13 @@ float calcPointLight(vec3 v, vec3 n, vec4 lp, float la) //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; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 5991e1f3b5..1fae8c4da3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -9,7 +9,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -42,23 +42,21 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col; - col.a = gl_Color.a; - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - col.rgb = scaleUpLight(col.rgb); + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + vary_light = gl_LightSource[0].position.xyz; vary_ambient = col.rgb*gl_Color.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index a939499b17..f8dd1b7431 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -10,7 +10,7 @@ mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -53,23 +53,22 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col; - col.a = gl_Color.a; - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - col.rgb = scaleUpLight(col.rgb); + + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + vary_ambient = col.rgb*gl_Color.rgb; vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index f4c59734a4..19800d96dc 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -6,7 +6,7 @@ */ float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -18,9 +18,10 @@ 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 * calcPointLightOrSpotLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); col.rgb = scaleDownLight(col.rgb); // Add windlight lights diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 1c5234c450..f129a1517b 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -6,7 +6,7 @@ */ float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -15,24 +15,21 @@ vec3 scaleUpLight(vec3 light); vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { - vec4 col; - col.a = color.a; + vec4 col = vec4(0.0, 0.0, 0.0, color.a); - // Add windlight lights - col.rgb = atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); - col.rgb += atmosAmbient(baseLight.rgb); - col.rgb = scaleUpLight(col.rgb); - // Collect normal lights (need to be divided by two, as we later multiply by 2) - 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 += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); - + + // Add windlight lights + col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); + col.rgb += atmosAmbient(baseLight.rgb); col.rgb = min(col.rgb*color.rgb, 1.0); |