diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 70 |
1 files changed, 35 insertions, 35 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 7a1a54a77a..210ecce8db 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file alphaF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 * $/LicenseInfo$ */ @@ -60,7 +60,7 @@ uniform vec2 screen_res; uniform int sun_up_factor; uniform vec4 light_position[8]; uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; +uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; void waterClip(vec3 pos); @@ -91,15 +91,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec float falloff_factor = (12.0 * fa) - 9.0; float inverted_la = falloff_factor / la; // Yes, it makes me want to cry as well. DJH - + vec3 col = vec3(0); - //get light vector - vec3 lv = lp.xyz-v; + //get light vector + vec3 lv = lp.xyz-v; - //get distance - float dist = length(lv); - float da = 1.0; + //get distance + float dist = length(lv); + float da = 1.0; /*if (dist > inverted_la) { @@ -112,23 +112,23 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec if (proj_tc.z < 0 || proj_tc.z > 1 || proj_tc.x < 0 - || proj_tc.x > 1 + || proj_tc.x > 1 || proj_tc.y < 0 || proj_tc.y > 1) { return col; }*/ - if (dist > 0.0 && inverted_la > 0.0) - { + if (dist > 0.0 && inverted_la > 0.0) + { dist /= inverted_la; - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; dist_atten *= 2.0f; if (dist_atten <= 0.0) @@ -136,20 +136,20 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec return col; } - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 - //angular attenuation - da *= dot(n, lv); + //angular attenuation + da *= dot(n, lv); da = max(0.0, da); - float lit = 0.0f; + float lit = 0.0f; float amb_da = 0.0;//ambiance; if (da > 0) { - lit = max(da * dist_atten,0.0); + lit = max(da * dist_atten,0.0); col = lit * light_col * diffuse; amb_da += (da*0.5+0.5) * ambiance; } @@ -166,12 +166,12 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec return col; } -void main() +void main() { mirrorClip(vary_position); vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - + vec4 pos = vec4(vary_position, 1.0); #ifndef IS_AVATAR_SKIN // clip against water plane unless this is a legacy avatar skin @@ -202,7 +202,7 @@ void main() float final_alpha = diffuse_srgb.a * vertex_color.a; diffuse_srgb.rgb *= vertex_color.rgb; - + // Insure we don't pollute depth with invis pixels in impostor rendering // if (final_alpha < minimum_alpha) @@ -225,7 +225,7 @@ void main() final_alpha *= vertex_color.a; if (final_alpha < minimum_alpha) - { // TODO: figure out how to get invisible faces out of + { // TODO: figure out how to get invisible faces out of // render batches without breaking glow discard; } @@ -248,11 +248,11 @@ void main() vec3 glossenv; vec3 legacyenv; sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true, amblit_linear); - + float da = dot(norm.xyz, light_dir.xyz); da = clamp(da, -1.0, 1.0); - + float final_da = da; final_da = clamp(final_da, 0.0f, 1.0f); @@ -269,7 +269,7 @@ void main() color.rgb *= diffuse_linear.rgb; vec4 light = vec4(0,0,0,0); - + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); LIGHT_LOOP(1) |