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+/**
+ * @file lightInfo.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
+ * $/LicenseInfo$
+ */
+
+struct DirectionalLightInfo
+{
+ vec4 pos;
+ float depth;
+ vec4 normal;
+ vec3 normalizedLightDirection;
+ vec3 normalizedToLight;
+ float lightIntensity;
+ vec3 lightDiffuseColor;
+ float specExponent;
+ float shadow;
+};
+
+struct SpotLightInfo
+{
+ vec4 pos;
+ float depth;
+ vec4 normal;
+ vec3 normalizedLightDirection;
+ vec3 normalizedToLight;
+ float lightIntensity;
+ float attenuation;
+ float distanceToLight;
+ vec3 lightDiffuseColor;
+ float innerHalfAngleCos;
+ float outerHalfAngleCos;
+ float spotExponent;
+ float specExponent;
+ float shadow;
+};
+
+struct PointLightInfo
+{
+ vec4 pos;
+ float depth;
+ vec4 normal;
+ vec3 normalizedToLight;
+ float lightIntensity;
+ float attenuation;
+ float distanceToLight;
+ vec3 lightDiffuseColor;
+ float lightRadius;
+ float specExponent;
+ vec3 worldspaceLightDirection;
+ float shadow;
+};
+
+float attenuate(float attenuationSelection, float distanceToLight)
+{
+// LLRENDER_REVIEW
+// sh/could eventually consume attenuation func defined in texture
+ return (attenuationSelection == 0.0f) ? 1.0f : // none
+ (attenuationSelection < 1.0f) ? (1.0f / distanceToLight) : // linear atten
+ (attenuationSelection < 2.0f) ? (1.0f / (distanceToLight*distanceToLight)) // quadratic atten
+ : (1.0f / (distanceToLight*distanceToLight*distanceToLight)); // cubic atten
+}
+
+
+vec3 lightDirectional(struct DirectionalLightInfo dli)
+{
+ float lightIntensity = dli.lightIntensity;
+ lightIntensity *= dot(dli.normal.xyz, dli.normalizedLightDirection);
+ //lightIntensity *= directionalShadowSample(vec4(dli.pos.xyz, 1.0f), dli.depth, dli.directionalShadowMap, dli.directionalShadowMatrix);
+ return lightIntensity * dli.lightDiffuseColor;
+}
+
+
+vec3 lightSpot(struct SpotLightInfo sli)
+{
+ float penumbraRange = (sli.outerHalfAngleCos - sli.innerHalfAngleCos);
+ float coneAngleCos = max(dot(sli.normalizedLightDirection, sli.normalizedToLight), 0.0);
+ float coneAttenFactor = (coneAngleCos <= sli.outerHalfAngleCos) ? 1.0f : pow(smoothstep(1,0, sli.outerHalfAngleCos / penumbraRange), sli.spotExponent);
+ float distanceAttenuation = attenuate(sli.attenuation, sli.distanceToLight);
+ float lightIntensity = sli.lightIntensity;
+ lightIntensity *= distanceAttenuation;
+ lightIntensity *= max(dot(sli.normal.xyz, sli.normalizedLightDirection), 0.0);
+ lightIntensity *= coneAttenFactor;
+ lightIntensity *= sli.shadow;
+ return lightIntensity * sli.lightDiffuseColor;
+}
+
+vec3 lightPoint(struct PointLightInfo pli)
+{
+ float padRadius = pli.lightRadius * 0.1; // distance for which to perform smoothed dropoff past light radius
+ float distanceAttenuation = attenuate(pli.attenuation, pli.distanceToLight);
+ float lightIntensity = pli.lightIntensity;
+ lightIntensity*= distanceAttenuation;
+ lightIntensity *= clamp((padRadius - pli.distanceToLight + pli.lightRadius) / padRadius, 0.0, 1.0);
+ lightIntensity *= pli.shadow;
+ lightIntensity *= max(dot(pli.normal.xyz, pli.normalizedToLight), 0.0);
+ return lightIntensity * pli.lightDiffuseColor;
+}