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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
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 calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
  26. vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
  27. vec3 atmosAmbient(vec3 light);
  28. vec3 atmosAffectDirectionalLight(float lightIntensity);
  29. vec3 atmosGetDiffuseSunlightColor();
  30. vec3 scaleDownLight(vec3 light);
  31. uniform vec4 light_position[8];
  32. uniform vec3 light_attenuation[8];
  33. uniform vec3 light_diffuse[8];
  34. vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
  35. {
  36. vec4 col = vec4(0.0, 0.0, 0.0, color.a);
  37. vec3 view = normalize(pos);
  38. /// collect all the specular values from each calcXXXLightSpecular() function
  39. vec4 specularSum = vec4(0.0);
  40. // Collect normal lights (need to be divided by two, as we later multiply by 2)
  41. col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
  42. col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb);
  43. col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb);
  44. col.rgb = scaleDownLight(col.rgb);
  45. // Add windlight lights
  46. col.rgb += atmosAmbient(baseCol.rgb);
  47. col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
  48. col.rgb = min(col.rgb*color.rgb, 1.0);
  49. specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
  50. col.rgb += specularColor.rgb;
  51. return col;
  52. }