76 lines
2.6 KiB
GLSL
76 lines
2.6 KiB
GLSL
/**
|
|
* @file previewV.glsl
|
|
*
|
|
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
|
* Second Life Viewer Source Code
|
|
* Copyright (C) 2007, 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
|
|
* $/LicenseInfo$
|
|
*/
|
|
|
|
uniform mat3 normal_matrix;
|
|
uniform mat4 texture_matrix0;
|
|
uniform vec4 ambient_color; // <FS:Beq/> add ambient color to preview shader
|
|
uniform mat4 modelview_matrix;
|
|
uniform mat4 modelview_projection_matrix;
|
|
|
|
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;
|
|
}
|
|
|
|
//====================================================================================================
|
|
|
|
|
|
void main()
|
|
{
|
|
//transform vertex
|
|
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);
|
|
|
|
vec4 col = ambient_color; // <FS:Beq/> add ambient color to preview shader
|
|
|
|
// 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 * calcDirectionalLight(norm, light_position[2].xyz);
|
|
col.rgb += light_diffuse[3].rgb * calcDirectionalLight(norm, light_position[3].xyz);
|
|
|
|
vertex_color = col*color;
|
|
}
|