/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
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Possible License(s): LGPL-2.1
1/** 2 * @file alphaV.glsl 3 * 4 * $LicenseInfo:firstyear=2007&license=viewerlgpl$ 5 * Second Life Viewer Source Code 6 * Copyright (C) 2007, 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 26uniform mat3 normal_matrix; 27uniform mat4 texture_matrix0; 28uniform mat4 modelview_matrix; 29uniform mat4 modelview_projection_matrix; 30 31ATTRIBUTE vec3 position; 32void passTextureIndex(); 33ATTRIBUTE vec3 normal; 34ATTRIBUTE vec4 diffuse_color; 35ATTRIBUTE vec2 texcoord0; 36 37vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); 38void calcAtmospherics(vec3 inPositionEye); 39 40float calcDirectionalLight(vec3 n, vec3 l); 41 42vec3 atmosAmbient(vec3 light); 43vec3 atmosAffectDirectionalLight(float lightIntensity); 44vec3 scaleDownLight(vec3 light); 45vec3 scaleUpLight(vec3 light); 46 47VARYING vec3 vary_ambient; 48VARYING vec3 vary_directional; 49VARYING vec3 vary_fragcoord; 50VARYING vec3 vary_position; 51VARYING vec3 vary_light; 52VARYING vec3 vary_pointlight_col; 53 54VARYING vec4 vertex_color; 55VARYING vec2 vary_texcoord0; 56 57 58uniform float near_clip; 59uniform float shadow_offset; 60uniform float shadow_bias; 61 62uniform vec4 light_position[8]; 63uniform vec3 light_direction[8]; 64uniform vec3 light_attenuation[8]; 65uniform vec3 light_diffuse[8]; 66 67float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) 68{ 69 //get light vector 70 vec3 lv = lp.xyz-v; 71 72 //get distance 73 float d = length(lv); 74 75 float da = 0.0; 76 77 if (d > 0.0 && la > 0.0 && fa > 0.0) 78 { 79 //normalize light vector 80 lv *= 1.0/d; 81 82 //distance attenuation 83 float dist2 = d*d/(la*la); 84 da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); 85 86 // spotlight coefficient. 87 float spot = max(dot(-ln, lv), is_pointlight); 88 da *= spot*spot; // GL_SPOT_EXPONENT=2 89 90 //angular attenuation 91 da *= calcDirectionalLight(n, lv); 92 } 93 94 return da; 95} 96 97void main() 98{ 99 //transform vertex 100 vec4 vert = vec4(position.xyz, 1.0); 101 passTextureIndex(); 102 vec4 pos = (modelview_matrix * vert); 103 gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); 104 105 vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; 106 107 vec3 norm = normalize(normal_matrix * normal); 108 109 float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); 110 vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; 111 112 calcAtmospherics(pos.xyz); 113 114 //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); 115 vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); 116 117 // Collect normal lights 118 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); 119 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); 120 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); 121 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); 122 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); 123 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); 124 125 vary_pointlight_col = col.rgb*diffuse_color.rgb; 126 127 col.rgb = vec3(0,0,0); 128 129 // Add windlight lights 130 col.rgb = atmosAmbient(vec3(0.)); 131 132 vary_light = light_position[0].xyz; 133 134 vary_ambient = col.rgb*diffuse_color.rgb; 135 vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); 136 137 col.rgb = col.rgb*diffuse_color.rgb; 138 139 vertex_color = col; 140 141 142 143 pos = modelview_projection_matrix * vert; 144 vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); 145 146}