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 | /**
 * @file class1\lighting\lightFuncV.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 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 = length(lv);
    //normalize light vector
    lv *= 1.0/d;
    //distance attenuation
    float da = clamp(1.0/(la * d), 0.0, 1.0);
    // spotlight coefficient.
    float spot = max(dot(-ln, lv), is_pointlight);
    da *= spot*spot; // GL_SPOT_EXPONENT=2
    //angular attenuation
    da *= calcDirectionalLight(n, lv);
    return da;
}
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