sumLightsSpecularV.glsl
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上传日期:2021-03-01
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游戏引擎
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C++ Builder
- /**
- * @file sumLightsV.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 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
- 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 = vec4(0.0, 0.0, 0.0, color.a);
- vec3 view = normalize(pos);
- /// collect all the specular values from each calcXXXLightSpecular() function
- vec4 specularSum = vec4(0.0);
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- 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 += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation,gl_LightSource[2].diffuse.rgb);
- 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);
- 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);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[5].position.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation,gl_LightSource[5].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[6].position.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation,gl_LightSource[6].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[7].position.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation,gl_LightSource[7].diffuse.rgb);
- col.rgb = scaleDownLight(col.rgb);
- // Add windlight lights
- 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;
- }