Imported existing code

This commit is contained in:
Hazim Gazov
2010-04-02 02:48:44 -03:00
parent 48fbc5ae91
commit 7a86d01598
13996 changed files with 2468699 additions and 0 deletions

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/**
* @file lightF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
void default_lighting()
{
vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
gl_FragColor = color;
}

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/**
* @file lightFullbrightF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
void fullbright_lighting()
{
gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
}

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/**
* @file lightFullbrightShinyF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
void fullbright_shiny_lighting()
{
gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
}

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/**
* @file lightFullbrightWaterF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
void fullbright_lighting_water()
{
gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
}

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/**
* @file lightFuncSpecularV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
float calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
return a;
}
float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l)
{
return pow(max(dot(reflect(view, n),l), 0.0),8.0);
}
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da)
{
specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da;
return max(dot(n,l),0.0);
}
vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol)
{
//get light vector
vec3 lv = l-v;
//get distance
float d = length(lv);
//normalize light vector
lv *= 1.0/d;
//distance attenuation
float da = clamp(1.0/(r * d), 0.0, 1.0);
//angular attenuation
da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da);
return da*lightCol;
}

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/**
* @file lightFuncV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
float calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
return a;
}
float calcPointLight(vec3 v, vec3 n, vec4 lp, float la)
{
//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);
//angular attenuation
da *= calcDirectionalLight(n, lv);
return da;
}

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/**
* @file lightShinyF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
void shiny_lighting()
{
vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
gl_FragColor = color;
}

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/**
* @file lightShinyWaterF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
void shiny_lighting_water()
{
vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
gl_FragColor = color;
}

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/**
* @file lightV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
float calcDirectionalLight(vec3 n, vec3 l);
// Same as non-specular lighting in lightV.glsl
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
{
specularColor.rgb = vec3(0.0, 0.0, 0.0);
vec4 col;
col.a = color.a;
col.rgb = gl_LightModel.ambient.rgb + baseCol.rgb;
col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = min(col.rgb*color.rgb, 1.0);
return col;
}

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/**
* @file lightV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
float calcDirectionalLight(vec3 n, vec3 l);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
vec4 col;
col.a = color.a;
col.rgb = gl_LightModel.ambient.rgb + baseLight.rgb;
col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = min(col.rgb*color.rgb, 1.0);
return col;
}

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/**
* @file lightWaterF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
void default_lighting_water()
{
vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
gl_FragColor = color;
}

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/**
* @file sumLightsSpecularV.glsl
*
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
* $License$
*/
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
{
vec4 col;
col.a = color.a;
vec3 view = normalize(pos);
/// collect all the specular values from each calcXXXLightSpecular() function
vec4 specularSum = vec4(0.0);
col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
col.rgb = scaleDownLight(col.rgb);
col.rgb += atmosAmbient(baseCol.rgb);
col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz,atmosGetDiffuseSunlightColor() * baseCol.a, 1.0));
col.rgb = min(col.rgb * color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
col.rgb += specularColor.rgb;
return col;
}

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/**
* @file sumLightsV.glsl
*
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
* $License$
*/
float calcDirectionalLight(vec3 n, vec3 l);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
vec4 col;
col.a = color.a;
col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
col.rgb += atmosAmbient(baseLight.rgb);
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
col.rgb = min(col.rgb*color.rgb, 1.0);
return col;
}