diff options
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/previewV.glsl | 22 |
1 files changed, 14 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 a4cc6a9c99..f2db314201 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -23,6 +23,9 @@ * $/LicenseInfo$ */ +float calcDirectionalLight(vec3 n, vec3 l); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); + uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; @@ -37,9 +40,10 @@ uniform vec4 color; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; void main() { @@ -47,13 +51,15 @@ 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 col = vec4(0,0,0,1); - vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.)); + // 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; - - } |