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#define MAX_LIGHTS 8
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void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal)
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{
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vec3 lightDir = gl_LightSource[lightIndex].position.xyz - viewPos * gl_LightSource[lightIndex].position.w;
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float lightDistance = length(lightDir);
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lightDir = normalize(lightDir);
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float illumination = clamp(1.0 / (gl_LightSource[lightIndex].constantAttenuation + gl_LightSource[lightIndex].linearAttenuation * lightDistance + gl_LightSource[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
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ambientOut = gl_LightSource[lightIndex].ambient.xyz * illumination;
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diffuseOut = gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal, lightDir), 0.0) * illumination;
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}
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#if PER_PIXEL_LIGHTING
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void doLighting(vec3 viewPos, vec3 viewNormal, float shadowing, out vec3 diffuseLight, out vec3 ambientLight)
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#else
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void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 ambientLight, out vec3 shadowDiffuse)
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#endif
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{
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vec3 ambientOut, diffuseOut;
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// This light gets added a second time in the loop to fix Mesa users' slowdown, so we need to negate its contribution here.
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perLight(ambientOut, diffuseOut, 0, viewPos, viewNormal);
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#if PER_PIXEL_LIGHTING
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diffuseLight = diffuseOut * shadowing - diffuseOut;
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#else
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shadowDiffuse = diffuseOut;
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diffuseLight = -diffuseOut;
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#endif
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ambientLight = gl_LightModel.ambient.xyz;
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for (int i=0; i<MAX_LIGHTS; ++i)
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{
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perLight(ambientOut, diffuseOut, i, viewPos, viewNormal);
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ambientLight += ambientOut;
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diffuseLight += diffuseOut;
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}
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}
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vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matSpec)
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{
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vec3 lightDir = normalize(gl_LightSource[0].position.xyz);
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float NdotL = dot(viewNormal, lightDir);
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if (NdotL <= 0.0)
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return vec3(0.0);
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vec3 halfVec = normalize(lightDir - viewDirection);
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float NdotH = dot(viewNormal, halfVec);
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return pow(max(NdotH, 0.0), max(1e-4, shininess)) * gl_LightSource[0].specular.xyz * matSpec;
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}
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