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-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightF.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightV.glsl126
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));
+}