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/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 64 lines | 52 code | 12 blank | 0 comment | 0 complexity | 02f055d4ba0fb8bf260a47229bdb0d35 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
27
28float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
29vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
30
31vec3 atmosAmbient(vec3 light);
32vec3 atmosAffectDirectionalLight(float lightIntensity);
33vec3 atmosGetDiffuseSunlightColor();
34vec3 scaleDownLight(vec3 light);
35
36uniform vec4 light_position[8];
37uniform vec3 light_attenuation[8]; 
38uniform vec3 light_diffuse[8];
39
40vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
41{
42	vec4 col = vec4(0.0, 0.0, 0.0, color.a);
43	
44	vec3 view = normalize(pos);
45	
46	/// collect all the specular values from each calcXXXLightSpecular() function
47	vec4 specularSum = vec4(0.0);
48	
49	// Collect normal lights (need to be divided by two, as we later multiply by 2)
50	col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
51	col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb); 
52	col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb); 
53	col.rgb = scaleDownLight(col.rgb);
54						
55	// Add windlight lights
56	col.rgb += atmosAmbient(baseCol.rgb);
57	col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
58
59	col.rgb = min(col.rgb*color.rgb, 1.0);
60	specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
61	col.rgb += specularColor.rgb;
62
63	return col;	
64}