diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | 75 |
1 files changed, 75 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl new file mode 100644 index 0000000000..52bad1f34c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -0,0 +1,75 @@ +/** + * @file pointLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect positionMap; +uniform sampler2DRect normalMap; +uniform samplerCube environmentMap; +uniform sampler2DRect lightMap; +uniform sampler2D noiseMap; + +uniform vec3 env_mat[3]; +uniform float sun_wash; + +varying vec4 vary_light; + +varying vec3 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + vec3 pos = texture2DRect(positionMap, frag).xyz; + vec3 lv = vary_light.xyz-pos; + float dist2 = dot(lv,lv); + if (dist2 > vary_light.w) + { + discard; + } + + vec3 norm = texture2DRect(normalMap, frag).xyz; + float da = dot(norm, lv); + if (da < 0.0) + { + discard; + } + + norm = normalize(norm); + lv = normalize(lv); + da = dot(norm, lv); + + float noise = texture2D(noiseMap, frag/128.0).b; + + vec3 col = texture2DRect(diffuseRect, frag).rgb; + float fa = gl_Color.a+1.0; + float dist_atten = clamp(1.0-(dist2-vary_light.w*(1.0-fa))/(vary_light.w*fa), 0.0, 1.0); + float lit = da * dist_atten * noise; + + col = gl_Color.rgb*lit*col; + + vec4 spec = texture2DRect(specularRect, frag); + if (spec.a > 0.0) + { + vec3 ref = reflect(normalize(pos), norm); + float sa = dot(ref,lv); + sa = max(sa, 0.0); + sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*gl_Color.rgb*spec.rgb; + } + + //attenuate point light contribution by SSAO component + col *= texture2DRect(lightMap, frag.xy).g; + + + gl_FragColor.rgb = col; + gl_FragColor.a = 0.0; +} |