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path: root/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl65
1 files changed, 63 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
index beb3290187..2ce44d599f 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
@@ -47,9 +47,51 @@ VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec4 vertex_color;
+VARYING vec3 vary_norm;
uniform mat4 inv_proj;
+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 = pow(max(dot(n,l),0.0), 0.7);
+ 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(pow(dot(n, lv), 0.7), 0.0);
+ }
+
+ return vec3(da,da,da);
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
@@ -72,14 +114,33 @@ void main()
vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
+ vec3 n = vary_norm;
+ vec3 l = light_position[0].xyz;
+ vec3 dlight = calcDirectionalLight(n, l);
+ dlight = dlight * vary_directional.rgb * vary_pointlight_col;
+
+ vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
+ vec3 light_col = vec3(0,0,0);
+
+ #define LIGHT_LOOP(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_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
+
+ color.rgb += diff.rgb * vary_pointlight_col * light_col;
- color.rgb += diff.rgb * vary_pointlight_col.rgb;
+ color.rgb = pow(color.rgb, vec3(1.0/2.2));
frag_color = color;
//frag_color = vec4(1,0,1,1);