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/**
* @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;
}
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