PageRenderTime 28ms CodeModel.GetById 12ms RepoModel.GetById 0ms app.codeStats 0ms

/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
Possible License(s): LGPL-2.1
  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. float calcDirectionalLight(vec3 n, vec3 l);
  26. float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
  27. vec3 atmosAmbient(vec3 light);
  28. vec3 atmosAffectDirectionalLight(float lightIntensity);
  29. vec3 scaleDownLight(vec3 light);
  30. vec3 scaleUpLight(vec3 light);
  31. uniform vec4 light_position[8];
  32. uniform vec3 light_direction[8];
  33. uniform vec3 light_attenuation[8];
  34. uniform vec3 light_diffuse[8];
  35. vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
  36. {
  37. vec4 col = vec4(0.0, 0.0, 0.0, color.a);
  38. // Collect normal lights (need to be divided by two, as we later multiply by 2)
  39. // Collect normal lights
  40. col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
  41. col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
  42. col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z);
  43. col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].z);
  44. col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z);
  45. col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z);
  46. col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
  47. col.rgb = scaleDownLight(col.rgb);
  48. // Add windlight lights
  49. col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
  50. col.rgb += atmosAmbient(baseLight.rgb);
  51. col.rgb = min(col.rgb*color.rgb, 1.0);
  52. return col;
  53. }