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path: root/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
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-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl38
1 files changed, 19 insertions, 19 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
index 7c3697c333..ceb2bce4f1 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
@@ -4,25 +4,25 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, 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 calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
@@ -36,22 +36,22 @@ uniform vec3 light_diffuse[8];
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor)
{
- vec4 col = vec4(0,0,0, color.a);
-
- vec3 view = normalize(pos);
-
- /// collect all the specular values from each calcXXXLightSpecular() function
- vec4 specularSum = vec4(0.0);
+ vec4 col = vec4(0,0,0, color.a);
+
+ vec3 view = normalize(pos);
+
+ /// collect all the specular values from each calcXXXLightSpecular() function
+ vec4 specularSum = vec4(0.0);
- col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
- col.rgb = scaleDownLight(col.rgb);
- col.rgb += atmosAmbient();
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz, atmosGetDiffuseSunlightColor(), 1.0));
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
+ col.rgb = scaleDownLight(col.rgb);
+ col.rgb += atmosAmbient();
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz, atmosGetDiffuseSunlightColor(), 1.0));
- col.rgb = min(col.rgb * color.rgb, 1.0);
- specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
+ col.rgb = min(col.rgb * color.rgb, 1.0);
+ specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
- col.rgb += specularColor.rgb;
+ col.rgb += specularColor.rgb;
- return col;
+ return col;
}