@ -1,85 +1,38 @@
#define MAX_LIGHTS 8
#define MAX_LIGHTS 8
uniform int colorMode;
void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal)
const int ColorMode_None = 0;
const int ColorMode_Emission = 1;
const int ColorMode_AmbientAndDiffuse = 2;
const int ColorMode_Ambient = 3;
const int ColorMode_Diffuse = 4;
const int ColorMode_Specular = 5;
void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal, vec4 diffuse, vec3 ambient)
{
{
vec3 lightDir;
vec3 lightDir = gl_LightSource[lightIndex].position.xyz - viewPos * gl_LightSource[lightIndex].position.w;
float lightDistance;
float lightDistance = length(lightDir);
lightDir = gl_LightSource[lightIndex].position.xyz - (viewPos.xyz * gl_LightSource[lightIndex].position.w);
lightDistance = length(lightDir);
lightDir = normalize(lightDir);
lightDir = normalize(lightDir);
float illumination = clamp(1.0 / (gl_LightSource[lightIndex].constantAttenuation + gl_LightSource[lightIndex].linearAttenuation * lightDistance + gl_LightSource[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
float illumination = clamp(1.0 / (gl_LightSource[lightIndex].constantAttenuation + gl_LightSource[lightIndex].linearAttenuation * lightDistance + gl_LightSource[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
ambientOut = ambient * gl_LightSource[lightIndex].ambient.xyz * illumination;
ambientOut = gl_LightSource[lightIndex].ambient.xyz * illumination;
diffuseOut = diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz , lightDir), 0.0) * illumination;
diffuseOut = gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal, lightDir), 0.0) * illumination;
}
}
#if PER_PIXEL_LIGHTING
#if PER_PIXEL_LIGHTING
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing )
void doLighting(vec3 viewPos, vec3 viewNormal, float shadowing, out vec3 diffuseLight, out vec3 ambientLight )
#else
#else
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor , out vec3 shadowDiffuse)
void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 ambientLight , out vec3 shadowDiffuse)
#endif
#endif
{
{
vec4 diffuse;
vec3 ambientOut, diffuseOut;
vec3 ambient;
// This light gets added a second time in the loop to fix Mesa users' slowdown, so we need to negate its contribution here.
if (colorMode == ColorMode_AmbientAndDiffuse)
perLight(ambientOut, diffuseOut, 0, viewPos, viewNormal);
{
diffuse = vertexColor;
ambient = vertexColor.xyz;
}
else if (colorMode == ColorMode_Diffuse)
{
diffuse = vertexColor;
ambient = gl_FrontMaterial.ambient.xyz;
}
else if (colorMode == ColorMode_Ambient)
{
diffuse = gl_FrontMaterial.diffuse;
ambient = vertexColor.xyz;
}
else
{
diffuse = gl_FrontMaterial.diffuse;
ambient = gl_FrontMaterial.ambient.xyz;
}
vec4 lightResult = vec4(0.0, 0.0, 0.0, diffuse.a);
vec3 diffuseLight, ambientLight;
perLight(ambientLight, diffuseLight, 0, viewPos, viewNormal, diffuse, ambient);
#if PER_PIXEL_LIGHTING
#if PER_PIXEL_LIGHTING
lightResult.xyz += diffuseLight * shadowing - diffuseLight; // This light gets added a second time in the loop to fix Mesa users' slowdown, so we need to negate its contribution here.
diffuseLight = diffuseOut * shadowing - diffuseOut;
#else
#else
shadowDiffuse = diffuseLigh t;
shadowDiffuse = diffuseOut;
lightResult.xyz -= shadowDiffuse; // This light gets added a second time in the loop to fix Mesa users' slowdown, so we need to negate its contribution here.
diffuseLight = -diffuseOut;
#endif
#endif
ambientLight = gl_LightModel.ambient.xyz;
for (int i=0; i<MAX_LIGHTS; ++i)
for (int i=0; i<MAX_LIGHTS; ++i)
{
{
perLight(ambientLight, diffuseLight, i, viewPos, viewNormal, diffuse, ambient);
perLight(ambientOut, diffuseOut, i, viewPos, viewNormal);
lightResult.xyz += ambientLight + diffuseLight;
ambientLight += ambientOut;
diffuseLight += diffuseOut;
}
}
lightResult.xyz += gl_LightModel.ambient.xyz * ambient;
if (colorMode == ColorMode_Emission)
lightResult.xyz += vertexColor.xyz;
else
lightResult.xyz += gl_FrontMaterial.emission.xyz;
#if @clamp
lightResult = clamp(lightResult, vec4(0.0), vec4(1.0));
#else
lightResult = max(lightResult, 0.0);
#endif
return lightResult;
}
}
@ -88,7 +41,7 @@ vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matS
vec3 lightDir = normalize(gl_LightSource[0].position.xyz);
vec3 lightDir = normalize(gl_LightSource[0].position.xyz);
float NdotL = dot(viewNormal, lightDir);
float NdotL = dot(viewNormal, lightDir);
if (NdotL <= 0.0)
if (NdotL <= 0.0)
return vec3(0., 0.,0. );
return vec3(0.0);
vec3 halfVec = normalize(lightDir - viewDirection);
vec3 halfVec = normalize(lightDir - viewDirection);
float NdotH = dot(viewNormal, halfVec);
float NdotH = dot(viewNormal, halfVec);
return pow(max(NdotH, 0.0), max(1e-4, shininess)) * gl_LightSource[0].specular.xyz * matSpec;
return pow(max(NdotH, 0.0), max(1e-4, shininess)) * gl_LightSource[0].specular.xyz * matSpec;