sumLightsV.glsl
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上传日期:2021-03-01
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游戏引擎

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  1. /**
  2.  * @file sumLightsV.glsl
  3.  *
  4.  * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
  5.  * $License$
  6.  */
  7. float calcDirectionalLight(vec3 n, vec3 l);
  8. float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
  9. vec3 atmosAmbient(vec3 light);
  10. vec3 atmosAffectDirectionalLight(float lightIntensity);
  11. vec3 scaleDownLight(vec3 light);
  12. vec3 scaleUpLight(vec3 light);
  13. vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
  14. {
  15. vec4 col;
  16. col.a = color.a;
  17. // Add windlight lights
  18. col.rgb = atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
  19. col.rgb += atmosAmbient(baseLight.rgb);
  20. col.rgb = scaleUpLight(col.rgb);
  21. // Collect normal lights (need to be divided by two, as we later multiply by 2)
  22. col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
  23. col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
  24. col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
  25. col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
  26.   col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
  27.   col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
  28. col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
  29. col.rgb = scaleDownLight(col.rgb);
  30. col.rgb = min(col.rgb*color.rgb, 1.0);
  31. return col;
  32. }