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@ -5,7 +5,44 @@ varying vec2 diffuseMapUV;
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#endif
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varying float depth;
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varying vec3 lighting;
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#define MAX_LIGHTS 8
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vec3 doLighting(vec4 vertex, vec3 normal, vec3 vertexColor)
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{
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vec3 viewPos = (gl_ModelViewMatrix * vertex).xyz;
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vec3 viewNormal = normalize((gl_NormalMatrix * normal).xyz);
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vec3 lightDir;
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float d;
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#if @colorMode == 2
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vec3 diffuse = vertexColor;
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vec3 ambient = vertexColor;
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#else
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vec3 diffuse = gl_FrontMaterial.diffuse.xyz;
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vec3 ambient = gl_FrontMaterial.ambient.xyz;
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#endif
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vec3 lightResult = vec3(0.0, 0.0, 0.0);
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for (int i=0; i<MAX_LIGHTS; ++i)
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{
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lightDir = gl_LightSource[i].position.xyz - (viewPos * gl_LightSource[i].position.w);
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d = length(lightDir);
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lightDir = normalize(lightDir);
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lightResult.xyz += ambient * gl_LightSource[i].ambient.xyz;
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lightResult.xyz += diffuse * gl_LightSource[i].diffuse.xyz * clamp(1.0 / (gl_LightSource[i].constantAttenuation + gl_LightSource[i].linearAttenuation * d + gl_LightSource[i].quadraticAttenuation * d * d), 0.0, 1.0)
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* max(dot(viewNormal.xyz, lightDir), 0.0);
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}
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lightResult += gl_LightModel.ambient.xyz * ambient;
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return lightResult;
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}
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void main(void)
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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@ -14,4 +51,7 @@ void main(void)
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#if @diffuseMap
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diffuseMapUV = gl_MultiTexCoord@diffuseMapUV.xy;
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#endif
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lighting = doLighting(gl_Vertex, gl_Normal.xyz, gl_Color.xyz);
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lighting = clamp(lighting, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));
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}
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