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-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl25
1 files changed, 22 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index da60a3ddf5..41288c21c1 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -2,10 +2,29 @@
* @file sumLightsV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * 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
* $/LicenseInfo$
*/
-
+uniform vec4 light_position[8];
+uniform vec3 light_diffuse[8];
float calcDirectionalLight(vec3 n, vec3 l);
@@ -18,10 +37,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
vec4 col;
col.a = color.a;
- col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
+ col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
col.rgb += atmosAmbient(baseLight.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
col.rgb = min(col.rgb*color.rgb, 1.0);