From 1b68f71348ecf3983b76b40d7940da8377f049b7 Mon Sep 17 00:00:00 2001 From: Andrey Lihatskiy Date: Mon, 29 Apr 2024 07:43:28 +0300 Subject: #824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed --- .../class3/lighting/sumLightsSpecularV.glsl | 60 +++++++++++----------- 1 file changed, 30 insertions(+), 30 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl') diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index c1aee69c30..85b05ca034 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -4,25 +4,25 @@ * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, 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 * $/LicenseInfo$ */ - + float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da); vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol); @@ -32,35 +32,35 @@ vec3 atmosGetDiffuseSunlightColor(); vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; -uniform vec4 light_attenuation[8]; +uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor) { - vec4 col = vec4(0.0, 0.0, 0.0, color.a); - - vec3 view = normalize(pos); - - /// collect all the specular values from each calcXXXLightSpecular() function - vec4 specularSum = vec4(0.0); - - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[4].xyz, light_attenuation[4].x, light_attenuation[4].y, light_diffuse[4].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb); - col.rgb = scaleDownLight(col.rgb); - - // Add windlight lights - col.rgb += atmosAmbient(); - col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor(), 1.0)); + vec4 col = vec4(0.0, 0.0, 0.0, color.a); + + vec3 view = normalize(pos); + + /// collect all the specular values from each calcXXXLightSpecular() function + vec4 specularSum = vec4(0.0); + + // Collect normal lights (need to be divided by two, as we later multiply by 2) + col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[4].xyz, light_attenuation[4].x, light_attenuation[4].y, light_diffuse[4].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb); + col.rgb = scaleDownLight(col.rgb); + + // Add windlight lights + col.rgb += atmosAmbient(); + col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor(), 1.0)); - col.rgb = min(col.rgb*color.rgb, 1.0); - specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0); + col.rgb = min(col.rgb*color.rgb, 1.0); + specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0); - col.rgb += specularColor.rgb; - return col; + col.rgb += specularColor.rgb; + return col; } -- cgit v1.2.3