42 lines
2.0 KiB
GLSL
42 lines
2.0 KiB
GLSL
/**
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* @file sumLightsV.glsl
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*
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* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
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* $License$
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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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vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
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vec3 atmosAmbient(vec3 light);
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vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 atmosGetDiffuseSunlightColor();
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vec3 scaleDownLight(vec3 light);
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vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
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{
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vec4 col = vec4(0.0, 0.0, 0.0, color.a);
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vec3 view = normalize(pos);
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/// collect all the specular values from each calcXXXLightSpecular() function
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vec4 specularSum = vec4(0.0);
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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[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
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col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].diffuse.rgb);
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col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation, gl_LightSource[3].diffuse.rgb);
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//col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].diffuse.rgb);
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col.rgb = scaleDownLight(col.rgb);
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// Add windlight lights
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col.rgb += atmosAmbient(baseCol.rgb);
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col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz, atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
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col.rgb = min(col.rgb*color.rgb, 1.0);
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specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
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col.rgb += specularColor.rgb;
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return col;
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}
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