From 84475635b9c3db8d42f2f0a256d34c08274f53ed Mon Sep 17 00:00:00 2001 From: Geenz Date: Tue, 9 Apr 2013 16:35:10 -0400 Subject: More per-pixel lighting fanciness. --- .../app_settings/shaders/class2/deferred/alphaV.glsl | 16 ++++------------ 1 file changed, 4 insertions(+), 12 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 1586aab0f2..79e5d7e572 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -53,6 +53,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm; uniform float near_clip; uniform float shadow_offset; @@ -110,7 +111,7 @@ void main() vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vec3 norm = normalize(normal_matrix * normal); - + vary_norm = norm; float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; @@ -119,16 +120,7 @@ void main() //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - - // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, 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].y, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); - col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); - col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); - col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); - - vary_pointlight_col = col.rgb*diffuse_color.rgb; + vary_pointlight_col = diffuse_color.rgb; col.rgb = vec3(0,0,0); @@ -136,7 +128,7 @@ void main() col.rgb = atmosAmbient(vec3(0.)); vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); + vary_directional.rgb = atmosAffectDirectionalLight(1); col.rgb = col.rgb*diffuse_color.rgb; -- cgit v1.2.3 From 6257a8394c23b518febdf5ec9c9ecbdce224e046 Mon Sep 17 00:00:00 2001 From: Geenz Date: Mon, 15 Apr 2013 01:35:21 -0400 Subject: Normal mapped alpha support. Specular and environment map support needs a bit of extra work (in progress). --- .../shaders/class2/deferred/alphaV.glsl | 81 +++++++++++++++++++--- 1 file changed, 73 insertions(+), 8 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 79e5d7e572..9a3407372d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -23,16 +23,30 @@ * $/LicenseInfo$ */ +#define INDEXED 1 +#define NON_INDEXED 2 +#define NON_INDEXED_NO_COLOR 3 + uniform mat3 normal_matrix; uniform mat4 texture_matrix0; +uniform mat4 projection_matrix; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; +#if INDEX_MODE == INDEXED void passTextureIndex(); +#endif ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 binormal; + +#if HAS_SKIN +mat4 getObjectSkinnedTransform(); +#elif IS_AVATAR_SKIN +mat4 getSkinnedTransform(); +#endif vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -50,10 +64,14 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; +#if INDEX_MODE != NON_INDEXED_NO_COLOR VARYING vec4 vertex_color; +#endif + VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; +VARYING mat3 vary_rotation; uniform float near_clip; uniform float shadow_offset; @@ -102,19 +120,61 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { + vec4 pos; + vec3 norm; + //transform vertex +#if HAS_SKIN + mat4 trans = getObjectSkinnedTransform(); + trans = modelview_matrix * trans; + + pos = trans * vec4(position.xyz, 1.0); + + norm = position.xyz + normal.xyz; + norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); + vec4 frag_pos = projection_matrix * pos; + gl_Position = frag_pos; +#elif IS_AVATAR_SKIN + mat4 trans = getSkinnedTransform(); + vec4 pos_in = vec4(position.xyz, 1.0); + pos.x = dot(trans[0], pos_in); + pos.y = dot(trans[1], pos_in); + pos.z = dot(trans[2], pos_in); + pos.w = 1.0; + + norm.x = dot(trans[0].xyz, normal); + norm.y = dot(trans[1].xyz, normal); + norm.z = dot(trans[2].xyz, normal); + norm = normalize(norm); + + vec4 frag_pos = projection_matrix * pos; + gl_Position = frag_pos; +#else + norm = normalize(normal_matrix * normal); vec4 vert = vec4(position.xyz, 1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); + pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +#endif +#if INDEX_MODE == INDEXED + passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - vec3 norm = normalize(normal_matrix * normal); +#else + vary_texcoord0 = texcoord0; +#endif + vary_norm = norm; float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; - + + vec3 n = norm; + vec3 b = normalize(normal_matrix * binormal); + vec3 t = cross(b, n); + + vary_rotation[0] = vec3(t.x, b.x, n.x); + vary_rotation[1] = vec3(t.y, b.y, n.y); + vary_rotation[2] = vec3(t.z, b.z, n.z); + calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); @@ -132,11 +192,16 @@ void main() col.rgb = col.rgb*diffuse_color.rgb; +#if INDEX_MODE != NON_INDEXED_NO_COLOR vertex_color = col; - - +#endif +#if HAS_SKIN + vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); +#elif IS_AVATAR_SKIN + vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); +#else pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); - +#endif } -- cgit v1.2.3 From 39544a3b06e3221602444eb81c7df8c1030c6bb5 Mon Sep 17 00:00:00 2001 From: Geenz Date: Mon, 15 Apr 2013 02:29:03 -0400 Subject: Hooked up normal and specular texture coordinates. --- indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 9a3407372d..5f2961c90e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -41,6 +41,9 @@ ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 binormal; +ATTRIBUTE vec2 texcoord1; +ATTRIBUTE vec2 texcoord2; + #if HAS_SKIN mat4 getObjectSkinnedTransform(); @@ -69,6 +72,8 @@ VARYING vec4 vertex_color; #endif VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; VARYING vec3 vary_norm; VARYING mat3 vary_rotation; @@ -155,7 +160,8 @@ void main() pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif - + vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; + vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; #if INDEX_MODE == INDEXED passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -- cgit v1.2.3 From bb5bf632c6c3dea22865a86dc8c13f5de9ce06f0 Mon Sep 17 00:00:00 2001 From: Geenz Date: Wed, 17 Apr 2013 15:53:09 -0400 Subject: First pass of gamma correction reimplementation. --- indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 5f2961c90e..db5e5620dc 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -186,17 +186,19 @@ void main() //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - vary_pointlight_col = diffuse_color.rgb; + vec3 dff = pow(diffuse_color.rgb, vec3(2.2)); + + vary_pointlight_col = dff; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_ambient = col.rgb*diffuse_color.rgb; vary_directional.rgb = atmosAffectDirectionalLight(1); + vary_ambient = col.rgb*dff; - col.rgb = col.rgb*diffuse_color.rgb; + col.rgb = col.rgb*dff; #if INDEX_MODE != NON_INDEXED_NO_COLOR vertex_color = col; -- cgit v1.2.3 From 28fcb3d54987a056b3dfe4d1d01a75339f8e6689 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 18 Apr 2013 18:31:49 -0500 Subject: NORSPEC-90 Remove unused state from alphaF/alphaV --- .../app_settings/shaders/class2/deferred/alphaV.glsl | 18 +----------------- 1 file changed, 1 insertion(+), 17 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 5f2961c90e..63953b37bf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -40,10 +40,6 @@ void passTextureIndex(); ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 binormal; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; - #if HAS_SKIN mat4 getObjectSkinnedTransform(); @@ -72,11 +68,8 @@ VARYING vec4 vertex_color; #endif VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; VARYING vec3 vary_norm; -VARYING mat3 vary_rotation; uniform float near_clip; uniform float shadow_offset; @@ -160,8 +153,7 @@ void main() pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif - vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; - vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; + #if INDEX_MODE == INDEXED passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; @@ -173,14 +165,6 @@ void main() float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; - vec3 n = norm; - vec3 b = normalize(normal_matrix * binormal); - vec3 t = cross(b, n); - - vary_rotation[0] = vec3(t.x, b.x, n.x); - vary_rotation[1] = vec3(t.y, b.y, n.y); - vary_rotation[2] = vec3(t.z, b.z, n.z); - calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); -- cgit v1.2.3 From 509c35d5bae7dbd938198c3e038011932693ff36 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 18 Apr 2013 19:21:08 -0500 Subject: NORSPEC-90 Cleanup avatar alpha shaders --- indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 63953b37bf..44abbdfe54 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -38,7 +38,9 @@ ATTRIBUTE vec3 position; void passTextureIndex(); #endif ATTRIBUTE vec3 normal; +#if INDEX_MODE != NON_INDEXED_NO_COLOR ATTRIBUTE vec4 diffuse_color; +#endif ATTRIBUTE vec2 texcoord0; #if HAS_SKIN @@ -167,6 +169,10 @@ void main() calcAtmospherics(pos.xyz); +#if INDEX_MODE == NON_INDEXED_NO_COLOR + vec4 diffuse_color = vec4(1,1,1,1); +#endif + //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); -- cgit v1.2.3 From 79318043218a9ec6cb6e52eca936487177554903 Mon Sep 17 00:00:00 2001 From: Graham Madarasz Date: Wed, 24 Apr 2013 06:24:21 -0700 Subject: NORSPEC-59 NORSPEC-125 make materials and alpha shaders work on Mac laptops with nV mobile graphics cards --- .../shaders/class2/deferred/alphaV.glsl | 60 +++++++++++++--------- 1 file changed, 35 insertions(+), 25 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 46fd8da4f8..127c1709b8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -23,10 +23,6 @@ * $/LicenseInfo$ */ -#define INDEXED 1 -#define NON_INDEXED 2 -#define NON_INDEXED_NO_COLOR 3 - uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 projection_matrix; @@ -34,25 +30,31 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -#if INDEX_MODE == INDEXED + +#ifdef USE_INDEXED_TEX void passTextureIndex(); #endif + ATTRIBUTE vec3 normal; -#if INDEX_MODE != NON_INDEXED_NO_COLOR + +#ifdef USE_VERTEX_COLOR ATTRIBUTE vec4 diffuse_color; #endif + ATTRIBUTE vec2 texcoord0; -#if HAS_SKIN +#ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); -#elif IS_AVATAR_SKIN +#else +#ifdef IS_AVATAR_SKIN mat4 getSkinnedTransform(); #endif +#endif vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); -float calcDirectionalLight(vec3 n, vec3 l); +vec3 calcDirectionalLight(vec3 n, vec3 l); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -65,12 +67,11 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#ifdef USE_VERTEX_COLOR VARYING vec4 vertex_color; #endif VARYING vec2 vary_texcoord0; - VARYING vec3 vary_norm; uniform float near_clip; @@ -82,13 +83,13 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); - return a; + return vec3(a,a,a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -115,7 +116,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= max(dot(n, lv), 0.0); } - return da; + return vec3(da,da,da); } void main() @@ -124,7 +125,7 @@ void main() vec3 norm; //transform vertex -#if HAS_SKIN +#ifdef HAS_SKIN mat4 trans = getObjectSkinnedTransform(); trans = modelview_matrix * trans; @@ -134,7 +135,9 @@ void main() norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; -#elif IS_AVATAR_SKIN +#else + +#ifdef IS_AVATAR_SKIN mat4 trans = getSkinnedTransform(); vec4 pos_in = vec4(position.xyz, 1.0); pos.x = dot(trans[0], pos_in); @@ -156,7 +159,9 @@ void main() gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif -#if INDEX_MODE == INDEXED +#endif + +#ifdef USE_INDEXED_TEX passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; #else @@ -169,37 +174,42 @@ void main() calcAtmospherics(pos.xyz); -#if INDEX_MODE == NON_INDEXED_NO_COLOR +#ifndef USE_VERTEX_COLOR vec4 diffuse_color = vec4(1,1,1,1); #endif //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - vec3 dff = pow(diffuse_color.rgb, vec3(2.2)); + vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f)); vary_pointlight_col = dff; col.rgb = vec3(0,0,0); // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); + col.rgb = atmosAmbient(col.rgb); - vary_directional.rgb = atmosAffectDirectionalLight(1); + vary_directional.rgb = atmosAffectDirectionalLight(1.0f); vary_ambient = col.rgb*dff; col.rgb = col.rgb*dff; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#ifdef USE_VERTEX_COLOR vertex_color = col; #endif -#if HAS_SKIN +#ifdef HAS_SKIN vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#elif IS_AVATAR_SKIN +#else + +#ifdef IS_AVATAR_SKIN vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #else pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #endif + +#endif + } -- cgit v1.2.3 From 88a42cd453b19e66551a36d635981da5aaa04933 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 17 May 2013 13:54:58 -0500 Subject: NORSPEC-187 Add directionality to ambient lighting. --- indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 9 +++++++++ 1 file changed, 9 insertions(+) (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 127c1709b8..13c6ffc607 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -83,6 +83,8 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +uniform vec3 sun_dir; + vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); @@ -190,6 +192,13 @@ void main() // Add windlight lights col.rgb = atmosAmbient(col.rgb); + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0-ambient); + + col.rgb *= ambient; + vary_directional.rgb = atmosAffectDirectionalLight(1.0f); vary_ambient = col.rgb*dff; -- cgit v1.2.3