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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl75
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diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
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+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
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+/**
+ * @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;
+}