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path: root/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl37
1 files changed, 27 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 55dda06b46..8fb1d6f7b3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -55,14 +55,14 @@ VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
+VARYING mat3 vary_rotation;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
#endif
-VARYING vec2 vary_texcoord0;
-
-VARYING vec3 vary_norm;
uniform mat4 inv_proj;
uniform vec4 light_position[8];
@@ -70,13 +70,21 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+uniform sampler2D bumpMap;
+uniform samplerCube environmentMap;
+uniform mat3 env_mat;
+
+uniform vec4 specular_color;
+
uniform float shadow_offset;
-float calcDirectionalLight(vec3 n, vec3 l)
+vec2 calcDirectionalLight(vec3 n, vec3 l)
{
- float a = pow(max(dot(n,l),0.0), 0.7);
- return a;
+ vec3 refl = normalize(reflect(vary_position.xyz, n.xyz));
+ float a = pow(max(dot(n,l),0.0), 0.7);
+ refl.x = pow(pow(max(dot(refl, l), 0.0), specular_color.w * 128), 0.6);
+ return vec2(a, refl.x);
}
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
@@ -127,8 +135,15 @@ void main()
#else
float vertex_color_alpha = vertex_color.a;
#endif
-
- vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
+
+ vec3 normal = vary_norm;
+ normal = texture2D(bumpMap, vary_texcoord0.xy).xyz * 2 - 1;
+ normal = vec3(dot(normal.xyz, vary_rotation[0]),
+ dot(normal.xyz, vary_rotation[1]),
+ dot(normal.xyz, vary_rotation[2]));
+
+ vec2 slight = calcDirectionalLight(normal, light_position[0].xyz);
+ vec3 dlight = slight.x * vary_directional.rgb * vary_pointlight_col;
vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
vec4 color = diff * col;
@@ -140,9 +155,11 @@ void main()
for (int i = 2; i < 8; i++)
{
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
}
-
+
+ vec3 n = normalize(reflect(vary_position.xyz, normal.xyz));
+ n = vec3(dot(n, light_position[0].xyz));
color.rgb += diff.rgb * vary_pointlight_col * light_col;
frag_color = color;