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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 dist = length(lv);

    if (dist > la)
    {
        return 0;
    }
	
	//normalize light vector
	lv = normalize(lv);

    fa += 1.0;
    float dist_atten = min(1.0 - (dist-1.0*(1.0 - fa))/fa, 1.0);	

    float da = max(dot(n, lv), 0.0);

	// spotlight coefficient.
	float spot = max(dot(-ln, lv), is_pointlight);
	da *= spot*spot; // GL_SPOT_EXPONENT=2

	//angular attenuation
	da *= dist_atten;

	return da;
}