diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl')
-rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl | 136 |
1 files changed, 0 insertions, 136 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl deleted file mode 100755 index 5f93986f1d..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ /dev/null @@ -1,136 +0,0 @@ -/** - * @file alphaSkinnedV.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * 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; - -mat4 getObjectSkinnedTransform(); -void calcAtmospherics(vec3 inPositionEye); - -float calcDirectionalLight(vec3 n, vec3 l); - -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); - -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; - -VARYING vec3 vary_norm; - -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 = 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(dot(n, lv), 0.0); - } - - return da; -} - -void main() -{ - vary_texcoord0 = texcoord0; - - vec4 pos; - vec3 norm; - - mat4 trans = getObjectSkinnedTransform(); - trans = modelview_matrix * trans; - - pos = trans * vec4(position.xyz, 1.0); - - norm = position.xyz + normal.xyz; - norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz); - vary_norm = norm; - vec4 frag_pos = projection_matrix * pos; - gl_Position = frag_pos; - - vary_position = pos.xyz; - - calcAtmospherics(pos.xyz); - - //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - vary_pointlight_col = diffuse_color.rgb; - col.rgb = vec3(0,0,0); - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - - vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional.rgb = atmosAffectDirectionalLight(1); - - col.rgb = col.rgb*diffuse_color.rgb; - - vertex_color = col; - - - - vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -} - - |