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/**
* @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;
}
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