/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
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Possible License(s): LGPL-2.1
- /**
- * @file alphaV.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
- * $/LicenseInfo$
- */
- uniform mat3 normal_matrix;
- uniform mat4 texture_matrix0;
- uniform mat4 modelview_matrix;
- uniform mat4 modelview_projection_matrix;
- ATTRIBUTE vec3 position;
- void passTextureIndex();
- ATTRIBUTE vec3 normal;
- ATTRIBUTE vec4 diffuse_color;
- ATTRIBUTE vec2 texcoord0;
- vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
- void calcAtmospherics(vec3 inPositionEye);
- float calcDirectionalLight(vec3 n, vec3 l);
- vec3 atmosAmbient(vec3 light);
- vec3 atmosAffectDirectionalLight(float lightIntensity);
- vec3 scaleDownLight(vec3 light);
- vec3 scaleUpLight(vec3 light);
- VARYING vec3 vary_ambient;
- VARYING vec3 vary_directional;
- VARYING vec3 vary_fragcoord;
- VARYING vec3 vary_position;
- VARYING vec3 vary_pointlight_col;
- VARYING vec4 vertex_color;
- VARYING vec2 vary_texcoord0;
- uniform float near_clip;
- uniform float shadow_offset;
- uniform float shadow_bias;
- uniform vec4 light_position[8];
- uniform vec3 light_direction[8];
- uniform vec3 light_attenuation[8];
- uniform vec3 light_diffuse[8];
- 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);
-
- float da = 0.0;
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv *= 1.0/d;
-
- //distance attenuation
- float dist2 = d*d/(la*la);
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 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;
- }
- void main()
- {
- //transform vertex
- vec4 vert = vec4(position.xyz, 1.0);
- passTextureIndex();
- vec4 pos = (modelview_matrix * vert);
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vec3 norm = normalize(normal_matrix * normal);
-
- float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
- vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
-
- calcAtmospherics(pos.xyz);
- //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
- vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
-
- // Collect normal lights
- col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
- col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
- col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
- col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
- col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
- vary_pointlight_col = col.rgb*diffuse_color.rgb;
- col.rgb = vec3(0,0,0);
- // Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
-
- vary_ambient = col.rgb*diffuse_color.rgb;
- vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
-
- col.rgb = col.rgb*diffuse_color.rgb;
-
- vertex_color = col;
-
-
- pos = modelview_projection_matrix * vert;
- vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-
- }