alphaV.glsl
上传用户:king477883
上传日期:2021-03-01
资源大小:9553k
文件大小:3k
- /**
- * @file alphaV.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
- void calcAtmospherics(vec3 inPositionEye);
- float calcDirectionalLight(vec3 n, vec3 l);
- float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
- vec3 atmosAmbient(vec3 light);
- vec3 atmosAffectDirectionalLight(float lightIntensity);
- vec3 scaleDownLight(vec3 light);
- vec3 scaleUpLight(vec3 light);
- varying vec3 vary_ambient;
- varying vec3 vary_directional;
- varying vec3 vary_fragcoord;
- varying vec3 vary_position;
- varying vec3 vary_light;
- uniform float near_clip;
- uniform float shadow_offset;
- uniform float shadow_bias;
- void main()
- {
- //transform vertex
- gl_Position = ftransform();
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
-
- vary_position = pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias);
-
- calcAtmospherics(pos.xyz);
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col;
- col.a = gl_Color.a;
-
- // Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
- col.rgb = scaleUpLight(col.rgb);
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
- col.rgb = scaleDownLight(col.rgb);
-
- vary_light = gl_LightSource[0].position.xyz;
-
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
-
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
-
- gl_FrontColor = col;
- gl_FogFragCoord = pos.z;
-
- pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-
- }