/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
https://bitbucket.org/lindenlab/viewer-beta/ · GLSL · 59 lines · 16 code · 13 blank · 30 comment · 0 complexity · c65d51acf5b9beb0f310f298ab74d6a2 MD5 · raw file
- /**
- * @file lightFuncV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
- float calcDirectionalLight(vec3 n, vec3 l)
- {
- float a = max(dot(n,l),0.0);
- return a;
- }
- float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight)
- {
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = length(lv);
-
- //normalize light vector
- lv *= 1.0/d;
-
- //distance attenuation
- float da = clamp(1.0/(la * d), 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
- //angular attenuation
- da *= calcDirectionalLight(n, lv);
- return da;
- }