-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges... -VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
67 lines
1.8 KiB
GLSL
67 lines
1.8 KiB
GLSL
/**
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* @file lightFuncSpecularV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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float calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = max(dot(n,l),0.0);
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return a;
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}
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float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l)
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{
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return pow(max(dot(reflect(view, n),l), 0.0),8.0);
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}
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float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da)
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{
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specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da;
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return max(dot(n,l),0.0);
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}
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vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol)
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{
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//get light vector
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vec3 lv = l-v;
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//get distance
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float d = length(lv);
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//normalize light vector
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lv *= 1.0/d;
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//distance attenuation
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float da = clamp(1.0/(r * d), 0.0, 1.0);
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//angular attenuation
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da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da);
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return da*lightCol;
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}
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