/** * @file alphaV.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 * $/LicenseInfo$ */ #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; ATTRIBUTE vec2 texcoord1; ATTRIBUTE vec2 texcoord2; #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); float calcDirectionalLight(vec3 n, vec3 l); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); VARYING vec3 vary_ambient; VARYING vec3 vary_directional; 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 vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; VARYING vec3 vary_norm; VARYING mat3 vary_rotation; uniform float near_clip; uniform float shadow_offset; uniform float shadow_bias; uniform vec4 light_position[8]; uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; float calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); return a; } float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; //get distance float d = dot(lv,lv); float da = 0.0; if (d > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector lv = normalize(lv); //distance attenuation float dist2 = d/la; da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation da *= max(dot(n, lv), 0.0); } return da; } 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); 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; #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.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); vary_pointlight_col = diffuse_color.rgb; 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); 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 }