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/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 64 lines | 53 code | 11 blank | 0 comment | 0 complexity | 7d7b83b40e79157948013acac09e4d7c MD5 | raw file
 1/**
 2 * @file sumLightsV.glsl
 3 *
 4 * $LicenseInfo:firstyear=2005&license=viewerlgpl$
 5 * Second Life Viewer Source Code
 6 * Copyright (C) 2005, Linden Research, Inc.
 7 * 
 8 * This library is free software; you can redistribute it and/or
 9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation;
11 * version 2.1 of the License only.
12 * 
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16 * Lesser General Public License for more details.
17 * 
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
21 * 
22 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
23 * $/LicenseInfo$
24 */
25 
26
27float calcDirectionalLight(vec3 n, vec3 l);
28float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
29
30vec3 atmosAmbient(vec3 light);
31vec3 atmosAffectDirectionalLight(float lightIntensity);
32vec3 scaleDownLight(vec3 light);
33vec3 scaleUpLight(vec3 light);
34
35uniform vec4 light_position[8];
36uniform vec3 light_direction[8];
37uniform vec3 light_attenuation[8]; 
38uniform vec3 light_diffuse[8];
39
40vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
41{
42	vec4 col = vec4(0.0, 0.0, 0.0, color.a);
43	
44	// Collect normal lights (need to be divided by two, as we later multiply by 2)
45	
46	// Collect normal lights
47	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
48	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
49	col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z);
50	col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].z);
51	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z);
52	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z);
53	col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
54	col.rgb = scaleDownLight(col.rgb);
55
56	// Add windlight lights
57	col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
58	col.rgb += atmosAmbient(baseLight.rgb);
59
60	col.rgb = min(col.rgb*color.rgb, 1.0);
61	
62	return col;	
63}
64