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/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 147 lines | 109 code | 38 blank | 0 comment | 0 complexity | eb676bc0b00ed7faac2fbd88804e4016 MD5 | raw file
  1/** 
  2 * @file avatarAlphaV.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 mat4 projection_matrix;
 27
 28ATTRIBUTE vec3 position;
 29ATTRIBUTE vec3 normal;
 30ATTRIBUTE vec2 texcoord0;
 31
 32vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 33mat4 getSkinnedTransform();
 34void calcAtmospherics(vec3 inPositionEye);
 35
 36float calcDirectionalLight(vec3 n, vec3 l);
 37float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
 38
 39vec3 atmosAmbient(vec3 light);
 40vec3 atmosAffectDirectionalLight(float lightIntensity);
 41vec3 scaleDownLight(vec3 light);
 42vec3 scaleUpLight(vec3 light);
 43
 44VARYING vec3 vary_position;
 45VARYING vec3 vary_ambient;
 46VARYING vec3 vary_directional;
 47VARYING vec3 vary_fragcoord;
 48VARYING vec3 vary_pointlight_col;
 49VARYING vec4 vertex_color;
 50VARYING vec2 vary_texcoord0;
 51
 52
 53uniform float near_clip;
 54
 55uniform vec4 color;
 56
 57uniform vec4 light_position[8];
 58uniform vec3 light_direction[8];
 59uniform vec3 light_attenuation[8]; 
 60uniform vec3 light_diffuse[8];
 61
 62float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
 63{
 64	//get light vector
 65	vec3 lv = lp.xyz-v;
 66	
 67	//get distance
 68	float d = length(lv);
 69	
 70	float da = 0.0;
 71
 72	if (d > 0.0 && la > 0.0 && fa > 0.0)
 73	{
 74		//normalize light vector
 75		lv *= 1.0/d;
 76	
 77		//distance attenuation
 78		float dist2 = d*d/(la*la);
 79		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
 80
 81		// spotlight coefficient.
 82		float spot = max(dot(-ln, lv), is_pointlight);
 83		da *= spot*spot; // GL_SPOT_EXPONENT=2
 84
 85		//angular attenuation
 86		da *= calcDirectionalLight(n, lv);
 87	}
 88
 89	return da;	
 90}
 91
 92void main()
 93{
 94	vary_texcoord0 = texcoord0;
 95				
 96	vec4 pos;
 97	vec3 norm;
 98	
 99	mat4 trans = getSkinnedTransform();
100	vec4 pos_in = vec4(position.xyz, 1.0);
101	pos.x = dot(trans[0], pos_in);
102	pos.y = dot(trans[1], pos_in);
103	pos.z = dot(trans[2], pos_in);
104	pos.w = 1.0;
105	
106	norm.x = dot(trans[0].xyz, normal);
107	norm.y = dot(trans[1].xyz, normal);
108	norm.z = dot(trans[2].xyz, normal);
109	norm = normalize(norm);
110		
111	vec4 frag_pos = projection_matrix * pos;
112	gl_Position = frag_pos;
113	
114	vary_position = pos.xyz;
115	
116	calcAtmospherics(pos.xyz);
117
118	vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
119
120	// Collect normal lights
121	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);
122	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);
123	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);
124	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);
125	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);
126	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);
127	
128	vary_pointlight_col = col.rgb*color.rgb;
129
130	col.rgb = vec3(0,0,0);
131
132	// Add windlight lights
133	col.rgb = atmosAmbient(vec3(0.));
134	
135	vary_ambient = col.rgb*color.rgb;
136	vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
137	
138	col.rgb = col.rgb * color.rgb;
139	
140	vertex_color = col;
141
142	
143	
144	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
145}
146
147