/** * @file pointLightF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; uniform samplerCube environmentMap; uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform vec3 env_mat[3]; uniform float sun_wash; varying vec4 vary_light; varying vec3 vary_fragcoord; uniform vec2 screen_res; void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; vec3 pos = texture2DRect(positionMap, frag).xyz; vec3 lv = vary_light.xyz-pos; float dist2 = dot(lv,lv); if (dist2 > vary_light.w) { discard; } vec3 norm = texture2DRect(normalMap, frag).xyz; float da = dot(norm, lv); if (da < 0.0) { discard; } norm = normalize(norm); lv = normalize(lv); da = dot(norm, lv); float noise = texture2D(noiseMap, frag/128.0).b; vec3 col = texture2DRect(diffuseRect, frag).rgb; float fa = gl_Color.a+1.0; float dist_atten = clamp(1.0-(dist2-vary_light.w*(1.0-fa))/(vary_light.w*fa), 0.0, 1.0); float lit = da * dist_atten * noise; col = gl_Color.rgb*lit*col; vec4 spec = texture2DRect(specularRect, frag); if (spec.a > 0.0) { vec3 ref = reflect(normalize(pos), norm); float sa = dot(ref,lv); sa = max(sa, 0.0); sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); sa *= noise; col += da*sa*gl_Color.rgb*spec.rgb; } //attenuate point light contribution by SSAO component col *= texture2DRect(lightMap, frag.xy).g; gl_FragColor.rgb = col; gl_FragColor.a = 0.0; }