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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl108
1 files changed, 70 insertions, 38 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index ac3f7189c2..5a0e8ff684 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -1,13 +1,35 @@
/**
* @file alphaSkinnedV.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getObjectSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
@@ -15,35 +37,46 @@ float calcDirectionalLight(vec3 n, vec3 l);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-varying vec3 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_normal;
-varying vec3 vary_fragcoord;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform float near_clip;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+float calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = max(dot(n,l),0.0);
+ return a;
+}
+
float 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 = length(lv);
+ float d = dot(lv,lv);
float da = 0.0;
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
- lv *= 1.0/d;
+ lv = normalize(lv);
//distance attenuation
- float dist2 = d*d/(la*la);
+ float dist2 = d/la;
da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
@@ -51,7 +84,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= calcDirectionalLight(n, lv);
+ da *= max(dot(n, lv), 0.0);
}
return da;
@@ -59,52 +92,51 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
mat4 trans = getObjectSkinnedTransform();
- trans = gl_ModelViewMatrix * trans;
+ trans = modelview_matrix * trans;
- pos = trans * gl_Vertex;
+ pos = trans * vec4(position.xyz, 1.0);
- norm = gl_Vertex.xyz + gl_Normal.xyz;
+ norm = position.xyz + normal.xyz;
norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz);
- vec4 frag_pos = gl_ProjectionMatrix * pos;
+ vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
vary_position = pos.xyz;
- vary_normal = norm;
-
+
calcAtmospherics(pos.xyz);
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
// Collect normal lights
- 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].quadraticAttenuation, 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].quadraticAttenuation ,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].quadraticAttenuation, 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].quadraticAttenuation, 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].quadraticAttenuation, 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].quadraticAttenuation, gl_LightSource[7].specular.a);
-
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
+
+ vary_pointlight_col = col.rgb*diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// 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)));
+ vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
}