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Move doLighting to separate file
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parent
21c4dffed2
commit
1223bca3d4
3 changed files with 39 additions and 38 deletions
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@ -8,6 +8,7 @@ set(SHADER_FILES
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water_nm.png
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objects_vertex.glsl
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objects_fragment.glsl
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lighting.glsl
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)
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copy_all_files(${CMAKE_CURRENT_SOURCE_DIR} ${DDIR} "${SHADER_FILES}")
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37
files/shaders/lighting.glsl
Normal file
37
files/shaders/lighting.glsl
Normal file
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@ -0,0 +1,37 @@
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#define MAX_LIGHTS 8
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor)
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{
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vec3 lightDir;
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float d;
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#if @colorMode == 2
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vec4 diffuse = vertexColor;
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vec3 ambient = vertexColor.xyz;
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#else
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vec4 diffuse = gl_FrontMaterial.diffuse;
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vec3 ambient = gl_FrontMaterial.ambient.xyz;
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#endif
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vec4 lightResult = vec4(0.0, 0.0, 0.0, diffuse.a);
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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.xyz * 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.xyz * 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.xyz += gl_LightModel.ambient.xyz * ambient;
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#if @colorMode == 1
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lightResult.xyz += vertexColor.xyz;
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#else
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lightResult.xyz += gl_FrontMaterial.emission.xyz;
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#endif
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return lightResult;
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}
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@ -20,44 +20,7 @@ varying float depth;
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varying vec4 lighting;
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#define MAX_LIGHTS 8
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor)
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{
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vec3 lightDir;
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float d;
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#if @colorMode == 2
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vec4 diffuse = vertexColor;
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vec3 ambient = vertexColor.xyz;
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#else
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vec4 diffuse = gl_FrontMaterial.diffuse;
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vec3 ambient = gl_FrontMaterial.ambient.xyz;
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#endif
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vec4 lightResult = vec4(0.0, 0.0, 0.0, diffuse.a);
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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.xyz * 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.xyz * 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.xyz += gl_LightModel.ambient.xyz * ambient;
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#if @colorMode == 1
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lightResult.xyz += vertexColor.xyz;
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#else
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lightResult.xyz += gl_FrontMaterial.emission.xyz;
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#endif
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return lightResult;
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}
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#include "lighting.glsl"
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void main(void)
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{
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