diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl | 54 |
1 files changed, 27 insertions, 27 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl index 13a6dde4aa..6ca6c88289 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl @@ -1,58 +1,58 @@ -/** +/** * @file class1/lighting\lightFuncSpecularV.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 * $/LicenseInfo$ */ - + float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l) { - return pow(max(dot(reflect(view, n),l), 0.0),8.0); + return pow(max(dot(reflect(view, n),l), 0.0),8.0); } float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da) { - - specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da; - return max(dot(n,l),0.0); + + specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da; + return max(dot(n,l),0.0); } vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol) { - //get light vector - vec3 lv = l-v; - - //get distance - float d = length(lv); - - //normalize light vector - lv *= 1.0/d; - - //distance attenuation - float da = clamp(1.0/(r * d), 0.0, 1.0); - - //angular attenuation - - da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da); - - return da*lightCol; + //get light vector + vec3 lv = l-v; + + //get distance + float d = length(lv); + + //normalize light vector + lv *= 1.0/d; + + //distance attenuation + float da = clamp(1.0/(r * d), 0.0, 1.0); + + //angular attenuation + + da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da); + + return da*lightCol; } |