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-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl159
1 files changed, 112 insertions, 47 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index fabbce0824..506118d381 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -2,73 +2,138 @@
* @file alphaV.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
* $/LicenseInfo$
*/
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
-float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
+ATTRIBUTE vec3 position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_light;
+#ifdef USE_INDEXED_TEX
+void passTextureIndex();
+#endif
+
+ATTRIBUTE vec3 normal;
+
+#ifdef USE_VERTEX_COLOR
+ATTRIBUTE vec4 diffuse_color;
+#endif
+
+ATTRIBUTE vec2 texcoord0;
+
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#else
+#ifdef IS_AVATAR_SKIN
+mat4 getSkinnedTransform();
+#endif
+#endif
+
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+
+#ifdef USE_VERTEX_COLOR
+VARYING vec4 vertex_color;
+#endif
+
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
uniform float near_clip;
-uniform float shadow_offset;
-uniform float shadow_bias;
void main()
{
- //transform vertex
- gl_Position = ftransform();
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec4 pos;
+ vec3 norm;
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ //transform vertex
+#ifdef HAS_SKIN
+ mat4 trans = getObjectSkinnedTransform();
+ trans = modelview_matrix * trans;
- vary_position = pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias);
-
- calcAtmospherics(pos.xyz);
-
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-
- 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*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);
+ pos = trans * vec4(position.xyz, 1.0);
- // Add windlight lights
- col.rgb += atmosAmbient(vec3(0.));
+ norm = position.xyz + normal.xyz;
+ norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+
+#ifdef IS_AVATAR_SKIN
+ mat4 trans = getSkinnedTransform();
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
+ pos.w = 1.0;
- vary_light = gl_LightSource[0].position.xyz;
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
+ norm = normalize(norm);
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+ norm = normalize(normal_matrix * normal);
+ vec4 vert = vec4(position.xyz, 1.0);
+ pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+#endif
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+#endif
+
+#ifdef USE_INDEXED_TEX
+ passTextureIndex();
+#endif
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- gl_FrontColor = col;
+ vary_norm = norm;
+ vary_position = pos.xyz;
- gl_FogFragCoord = pos.z;
+#ifdef USE_VERTEX_COLOR
+ vertex_color = diffuse_color;
+#endif
- pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+#ifdef HAS_SKIN
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+#else
+
+#ifdef IS_AVATAR_SKIN
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#else
+ pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#endif
+#endif
+
}
+