/** * @file lightInfo.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 * $/LicenseInfo$ */ struct DirectionalLightInfo { vec4 pos; float depth; vec4 normal; vec3 normalizedLightDirection; vec3 normalizedToLight; float lightIntensity; vec3 lightDiffuseColor; float specExponent; float shadow; }; struct SpotLightInfo { vec4 pos; float depth; vec4 normal; vec3 normalizedLightDirection; vec3 normalizedToLight; float lightIntensity; float attenuation; float distanceToLight; vec3 lightDiffuseColor; float innerHalfAngleCos; float outerHalfAngleCos; float spotExponent; float specExponent; float shadow; }; struct PointLightInfo { vec4 pos; float depth; vec4 normal; vec3 normalizedToLight; float lightIntensity; float attenuation; float distanceToLight; vec3 lightDiffuseColor; float lightRadius; float specExponent; vec3 worldspaceLightDirection; float shadow; }; float attenuate(float attenuationSelection, float distanceToLight) { // LLRENDER_REVIEW // sh/could eventually consume attenuation func defined in texture return (attenuationSelection == 0.0f) ? 1.0f : // none (attenuationSelection < 1.0f) ? (1.0f / distanceToLight) : // linear atten (attenuationSelection < 2.0f) ? (1.0f / (distanceToLight*distanceToLight)) // quadratic atten : (1.0f / (distanceToLight*distanceToLight*distanceToLight)); // cubic atten } vec3 lightDirectional(struct DirectionalLightInfo dli) { float lightIntensity = dli.lightIntensity; lightIntensity *= dot(dli.normal.xyz, dli.normalizedLightDirection); //lightIntensity *= directionalShadowSample(vec4(dli.pos.xyz, 1.0f), dli.depth, dli.directionalShadowMap, dli.directionalShadowMatrix); return lightIntensity * dli.lightDiffuseColor; } vec3 lightSpot(struct SpotLightInfo sli) { float penumbraRange = (sli.outerHalfAngleCos - sli.innerHalfAngleCos); float coneAngleCos = max(dot(sli.normalizedLightDirection, sli.normalizedToLight), 0.0); float coneAttenFactor = (coneAngleCos <= sli.outerHalfAngleCos) ? 1.0f : pow(smoothstep(1,0, sli.outerHalfAngleCos / penumbraRange), sli.spotExponent); float distanceAttenuation = attenuate(sli.attenuation, sli.distanceToLight); float lightIntensity = sli.lightIntensity; lightIntensity *= distanceAttenuation; lightIntensity *= max(dot(sli.normal.xyz, sli.normalizedLightDirection), 0.0); lightIntensity *= coneAttenFactor; lightIntensity *= sli.shadow; return lightIntensity * sli.lightDiffuseColor; } vec3 lightPoint(struct PointLightInfo pli) { float padRadius = pli.lightRadius * 0.1; // distance for which to perform smoothed dropoff past light radius float distanceAttenuation = attenuate(pli.attenuation, pli.distanceToLight); float lightIntensity = pli.lightIntensity; lightIntensity*= distanceAttenuation; lightIntensity *= clamp((padRadius - pli.distanceToLight + pli.lightRadius) / padRadius, 0.0, 1.0); lightIntensity *= pli.shadow; lightIntensity *= max(dot(pli.normal.xyz, pli.normalizedToLight), 0.0); return lightIntensity * pli.lightDiffuseColor; }