diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/lighting')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/lighting/lightF.glsl | 36 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/lighting/lightV.glsl | 126 |
2 files changed, 162 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl new file mode 100644 index 0000000000..0ef1129253 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl @@ -0,0 +1,36 @@ +void applyScatter(inout vec3 color); + +uniform sampler2D diffuseMap; + +void default_lighting() +{ + vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); + applyScatter(color.rgb); + gl_FragColor = color; +} + +void alpha_lighting() +{ + vec4 diff = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec3 color = gl_Color.rgb * diff.rgb; + applyScatter(color); + gl_FragColor.rgb = color; + gl_FragColor.a = diff.a * gl_Color.a; +} + +void water_lighting(inout vec3 diff) +{ + diff = (diff*0.9 + gl_Color.rgb*0.1); + applyScatter(diff); +} + +void terrain_lighting(inout vec3 color) +{ + color.rgb *= gl_Color.rgb; + applyScatter(color); +} + +vec4 getLightColor() +{ + return gl_Color; +}
\ No newline at end of file diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl new file mode 100644 index 0000000000..b15960dea2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl @@ -0,0 +1,126 @@ +// All lights, no specular highlights + +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + +float calcPointLight(vec3 v, vec3 n, vec4 lp, float la) +{ + //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); + + //angular attenuation + da *= calcDirectionalLight(n, lv); + + return da; +} + +float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l) +{ + 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 calcDirectionalLight(n,l); +} + +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; +} + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) +{ + vec4 col; + col.a = color.a; + + col.rgb = gl_LightModel.ambient.rgb + baseLight.rgb; + + col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz); + col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + + col.rgb = min(col.rgb*color.rgb, 1.0); + + gl_FrontColor = vec4(col.rgb, col.a); + return col; +} + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec3 baseLight) +{ + return calcLighting(pos, norm, color, vec4(baseLight, 1.0)); +} + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) +{ + return calcLighting(pos, norm, color, vec3(0.0,0.0,0.0)); +} + +vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) +{ + vec4 col; + col.a = color.a; + + col.rgb = gl_LightModel.ambient.rgb; + + vec3 view = normalize(pos); + + vec4 specular = specularColor; + specularColor.rgb = vec3(0.0, 0.0, 0.0); + + col.rgb += baseCol.a*gl_LightSource[0].diffuse.rgb*calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[0].position.xyz,gl_LightSource[0].diffuse.rgb*baseCol.a, 1.0); + col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz,gl_LightSource[1].diffuse.rgb, 1.0); + col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation,gl_LightSource[2].diffuse.rgb); + col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation,gl_LightSource[3].diffuse.rgb); + col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation,gl_LightSource[4].diffuse.rgb); + col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[5].position.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation,gl_LightSource[5].diffuse.rgb); + //col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[6].position.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation,gl_LightSource[6].diffuse.rgb); + //col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[7].position.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation,gl_LightSource[7].diffuse.rgb); + col.rgb += baseCol.rgb; + + col.rgb = min(col.rgb*color.rgb, 1.0); + specularColor.rgb = min(specularColor.rgb*specular.rgb, 1.0); + + gl_FrontColor = vec4(col.rgb+specularColor.rgb,col.a); + return col; +} + +vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec3 baseCol) +{ + return calcLightingSpecular(pos, norm, color, specularColor, vec4(baseCol, 1.0)); +} |