diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl')
-rwxr-xr-x[-rw-r--r--] | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 162 |
1 files changed, 113 insertions, 49 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 1a7d58b07b..506118d381 100644..100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -1,75 +1,139 @@ /** * @file alphaV.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 + * $/LicenseInfo$ */ -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 calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +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(); + vec4 pos; + vec3 norm; - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + //transform vertex +#ifdef HAS_SKIN + mat4 trans = getObjectSkinnedTransform(); + trans = modelview_matrix * trans; - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + pos = trans * vec4(position.xyz, 1.0); - vary_position = pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias); - - calcAtmospherics(pos.xyz); + 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 - //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col; - col.a = gl_Color.a; - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - col.rgb = scaleUpLight(col.rgb); - - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); - col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); - col.rgb = scaleDownLight(col.rgb); +#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 + } + |