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-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/objects/previewV.glsl57
1 files changed, 49 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
index 5dcfa87066..7f3f84398b 100644..100755
--- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -32,12 +32,51 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
+uniform vec4 color;
+
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+//===================================================================================================
+//declare these here explicitly to separate them from atmospheric lighting elsewhere to work around
+//drivers that are picky about functions being declared but not defined even if they aren't called
+float calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = max(dot(n,l),0.0);
+ return a;
+}
+
+
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ //normalize light vector
+ lv *= 1.0/d;
+
+ //distance attenuation
+ float da = clamp(1.0/(la * d), 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+
+ return da;
+}
+//====================================================================================================
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
void main()
{
@@ -45,13 +84,15 @@ void main()
vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
+
vec3 norm = normalize(normal_matrix * normal);
- calcAtmospherics(pos.xyz);
-
- vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
- vertex_color = color;
+ vec4 col = vec4(0,0,0,1);
-
+ // Collect normal lights (need to be divided by two, as we later multiply by 2)
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
+
+ vertex_color = col*color;
}