/** * @file lightFuncSpecularV.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 * $/LicenseInfo$ */ float calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); return a; } float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l) { return pow(max(dot(reflect(view, n),l), 0.0),8.0); } float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da) { specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da; return max(dot(n,l),0.0); } vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol) { //get light vector vec3 lv = l-v; //get distance float d = length(lv); //normalize light vector lv *= 1.0/d; //distance attenuation float da = clamp(1.0/(r * d), 0.0, 1.0); //angular attenuation da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da); return da*lightCol; }