avatarAlphaV.glsl
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上传日期:2021-03-01
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文件大小:3k
- /**
- * @file avatarAlphaV.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
- mat4 getSkinnedTransform();
- 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 vec4 vary_position;
- varying vec3 vary_ambient;
- varying vec3 vary_directional;
- varying vec3 vary_normal;
- void main()
- {
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
- vec4 pos;
- vec3 norm;
-
- mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
- pos.w = 1.0;
-
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
- norm = normalize(norm);
-
- gl_Position = gl_ProjectionMatrix * pos;
- vary_position = pos;
- vary_normal = norm;
-
- 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_ambient = col.rgb*gl_Color.rgb;
- vary_directional = 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;
- }