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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
Possible License(s): LGPL-2.1
  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. float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
  26. vec3 atmosAmbient(vec3 light);
  27. vec3 atmosAffectDirectionalLight(float lightIntensity);
  28. vec3 atmosGetDiffuseSunlightColor();
  29. vec3 scaleDownLight(vec3 light);
  30. uniform vec4 light_position[8];
  31. uniform vec3 light_diffuse[8];
  32. vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
  33. {
  34. vec4 col = vec4(0,0,0, color.a);
  35. vec3 view = normalize(pos);
  36. /// collect all the specular values from each calcXXXLightSpecular() function
  37. vec4 specularSum = vec4(0.0);
  38. col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
  39. col.rgb = scaleDownLight(col.rgb);
  40. col.rgb += atmosAmbient(baseCol.rgb);
  41. col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
  42. col.rgb = min(col.rgb * color.rgb, 1.0);
  43. specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
  44. col.rgb += specularColor.rgb;
  45. return col;
  46. }