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path: root/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl77
1 files changed, 77 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
new file mode 100644
index 0000000000..21ddc2fad8
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+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -0,0 +1,77 @@
+/**
+ * @file avatarAlphaV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+mat4 getSkinnedTransform();
+void calcAtmospherics(vec3 inPositionEye);
+
+float calcDirectionalLight(vec3 n, vec3 l);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+vec3 scaleUpLight(vec3 light);
+
+varying vec4 vary_position;
+varying vec3 vary_ambient;
+varying vec3 vary_directional;
+varying vec3 vary_normal;
+
+void main()
+{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ vec4 pos;
+ vec3 norm;
+
+ mat4 trans = getSkinnedTransform();
+ pos.x = dot(trans[0], gl_Vertex);
+ pos.y = dot(trans[1], gl_Vertex);
+ pos.z = dot(trans[2], gl_Vertex);
+ pos.w = 1.0;
+
+ norm.x = dot(trans[0].xyz, gl_Normal);
+ norm.y = dot(trans[1].xyz, gl_Normal);
+ norm.z = dot(trans[2].xyz, gl_Normal);
+ norm = normalize(norm);
+
+ gl_Position = gl_ProjectionMatrix * pos;
+ vary_position = pos;
+ vary_normal = norm;
+
+ 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);
+
+ // 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)));
+
+ col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+
+ gl_FrontColor = col;
+
+ gl_FogFragCoord = pos.z;
+
+}
+
+