/** * @file avatarAlphaV.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 * $/LicenseInfo$ */ uniform mat4 projection_matrix; ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); VARYING vec3 vary_position; VARYING vec3 vary_ambient; VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; uniform float near_clip; uniform vec4 color; 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() { vary_texcoord0 = texcoord0; vec4 pos; vec3 norm; 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; vary_position = pos.xyz; calcAtmospherics(pos.xyz); vec4 col = vec4(0.0, 0.0, 0.0, 1.0); // 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*color.rgb; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); vary_ambient = col.rgb*color.rgb; vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0)); col.rgb = col.rgb * color.rgb; vertex_color = col; vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); }