This commit is contained in:
Siana Gearz
2013-02-17 15:28:48 +01:00
60 changed files with 1733 additions and 2579 deletions

View File

@@ -268,7 +268,7 @@
<key>Value</key>
<integer>1</integer>
</map>
<key>AscentUseTag</key>
<key>AscentBroadcastTag</key>
<map>
<key>Comment</key>
<string>Broadcast client tag</string>

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@@ -0,0 +1,41 @@
/**
* @file previewF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, 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
* $/LicenseInfo$
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2D diffuseMap;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
void main()
{
vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
frag_color = color;
}

View File

@@ -32,12 +32,51 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
uniform vec4 color;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
//===================================================================================================
//declare these here explicitly to separate them from atmospheric lighting elsewhere to work around
//drivers that are picky about functions being declared but not defined even if they aren't called
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;
}
//====================================================================================================
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
void main()
{
@@ -45,13 +84,15 @@ void main()
vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
vec4 col = vec4(0,0,0,1);
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
vertex_color = color;
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
vertex_color = col*color;
}