79 lines
2.6 KiB
GLSL
79 lines
2.6 KiB
GLSL
/**
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* @file avatarAlphaV.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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mat4 getSkinnedTransform();
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void calcAtmospherics(vec3 inPositionEye);
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float calcDirectionalLight(vec3 n, vec3 l);
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float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
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vec3 atmosAmbient(vec3 light);
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vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec3 scaleUpLight(vec3 light);
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varying vec4 vary_position;
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_normal;
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void main()
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec4 pos;
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vec3 norm;
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mat4 trans = getSkinnedTransform();
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pos.x = dot(trans[0], gl_Vertex);
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pos.y = dot(trans[1], gl_Vertex);
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pos.z = dot(trans[2], gl_Vertex);
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pos.w = 1.0;
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norm.x = dot(trans[0].xyz, gl_Normal);
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norm.y = dot(trans[1].xyz, gl_Normal);
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norm.z = dot(trans[2].xyz, gl_Normal);
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norm = normalize(norm);
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gl_Position = gl_ProjectionMatrix * pos;
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vary_position = pos;
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vary_normal = norm;
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calcAtmospherics(pos.xyz);
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//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
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vec4 col;
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col.a = gl_Color.a;
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// Add windlight lights
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col.rgb = atmosAmbient(vec3(0.));
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col.rgb = scaleUpLight(col.rgb);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
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col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
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col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
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col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
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col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
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col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
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col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
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col.rgb = scaleDownLight(col.rgb);
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vary_ambient = col.rgb*gl_Color.rgb;
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vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
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col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
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gl_FrontColor = col;
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gl_FogFragCoord = pos.z;
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}
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