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/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 57 lines | 46 code | 11 blank | 0 comment | 0 complexity | 5cbb5f7492bd6dc526cf6e86081b2a2c MD5 | raw file
 1/**
 2 * @file sumLightsSpecularV.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 atmosAmbient(vec3 light);
30vec3 atmosAffectDirectionalLight(float lightIntensity);
31vec3 atmosGetDiffuseSunlightColor();
32vec3 scaleDownLight(vec3 light);
33
34uniform vec4 light_position[8];
35uniform vec3 light_diffuse[8];
36
37vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
38{
39	vec4 col = vec4(0,0,0, color.a);
40		
41	vec3 view = normalize(pos);
42	
43	/// collect all the specular values from each calcXXXLightSpecular() function
44	vec4 specularSum = vec4(0.0);
45
46	col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
47	col.rgb = scaleDownLight(col.rgb);
48	col.rgb += atmosAmbient(baseCol.rgb);
49	col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
50
51	col.rgb = min(col.rgb * color.rgb, 1.0);
52	specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
53
54	col.rgb += specularColor.rgb;
55
56	return col;	
57}