sumLightsV.glsl
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上传日期:2021-03-01
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- /**
- * @file sumLightsV.glsl
- *
- * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- 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);
- vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
- {
- vec4 col = vec4(0.0, 0.0, 0.0, color.a);
-
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
- col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
- col.rgb = scaleDownLight(col.rgb);
- // Add windlight lights
- col.rgb += atmosAmbient(baseLight.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
-
- col.rgb = min(col.rgb*color.rgb, 1.0);
-
- return col;
- }