diff options
Diffstat (limited to 'linden/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl')
-rw-r--r-- | linden/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl | 41 |
1 files changed, 41 insertions, 0 deletions
diff --git a/linden/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/linden/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl new file mode 100644 index 0000000..1c5234c --- /dev/null +++ b/linden/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl | |||
@@ -0,0 +1,41 @@ | |||
1 | /** | ||
2 | * @file sumLightsV.glsl | ||
3 | * | ||
4 | * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc. | ||
5 | * $License$ | ||
6 | */ | ||
7 | |||
8 | float calcDirectionalLight(vec3 n, vec3 l); | ||
9 | float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); | ||
10 | |||
11 | vec3 atmosAmbient(vec3 light); | ||
12 | vec3 atmosAffectDirectionalLight(float lightIntensity); | ||
13 | vec3 scaleDownLight(vec3 light); | ||
14 | vec3 scaleUpLight(vec3 light); | ||
15 | |||
16 | vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) | ||
17 | { | ||
18 | vec4 col; | ||
19 | col.a = color.a; | ||
20 | |||
21 | // Add windlight lights | ||
22 | col.rgb = atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); | ||
23 | col.rgb += atmosAmbient(baseLight.rgb); | ||
24 | col.rgb = scaleUpLight(col.rgb); | ||
25 | |||
26 | // Collect normal lights (need to be divided by two, as we later multiply by 2) | ||
27 | col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); | ||
28 | col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); | ||
29 | col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); | ||
30 | col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); | ||
31 | col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); | ||
32 | col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); | ||
33 | col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); | ||
34 | col.rgb = scaleDownLight(col.rgb); | ||
35 | |||
36 | |||
37 | col.rgb = min(col.rgb*color.rgb, 1.0); | ||
38 | |||
39 | return col; | ||
40 | } | ||
41 | |||