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Add per-pixel lighting code
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1223bca3d4
commit
18e80d5627
3 changed files with 33 additions and 4 deletions
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@ -33,5 +33,9 @@ vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor)
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lightResult.xyz += gl_FrontMaterial.emission.xyz;
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#endif
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// TODO: make clamp configurable
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// the following produces fixed-function compatible lighting, w/o clamp arguably looks better
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//lightResult = clamp(lightResult, vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0));
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return lightResult;
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}
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@ -22,7 +22,17 @@ varying vec2 emissiveMapUV;
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varying float depth;
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#define PER_PIXEL_LIGHTING 0
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#if !PER_PIXEL_LIGHTING
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varying vec4 lighting;
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#else
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varying vec3 passViewPos;
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varying vec3 passViewNormal;
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varying vec4 passColour;
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#endif
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#include "lighting.glsl"
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void main()
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{
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@ -40,7 +50,12 @@ void main()
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gl_FragData[0].xyz *= texture2D(darkMap, darkMapUV).xyz;
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#endif
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#if !PER_PIXEL_LIGHTING
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gl_FragData[0] *= lighting;
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#else
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gl_FragData[0] *= doLighting(passViewPos, passViewNormal, passColour);
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#endif
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#if @emissiveMap
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gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;
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@ -18,7 +18,15 @@ varying vec2 emissiveMapUV;
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varying float depth;
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#define PER_PIXEL_LIGHTING 0
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#if !PER_PIXEL_LIGHTING
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varying vec4 lighting;
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#else
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varying vec3 passViewPos;
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varying vec3 passViewNormal;
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varying vec4 passColour;
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#endif
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#include "lighting.glsl"
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@ -47,9 +55,11 @@ void main(void)
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emissiveMapUV = (gl_TextureMatrix[@emissiveMapUV] * gl_MultiTexCoord@emissiveMapUV).xy;
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#endif
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#if !PER_PIXEL_LIGHTING
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lighting = doLighting(viewPos.xyz, viewNormal, gl_Color);
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// TODO: make clamp configurable
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// the following produces fixed-function compatible lighting, w/o clamp arguably looks better
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//lighting = clamp(lighting, vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0));
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#else
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passViewPos = viewPos.xyz;
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passViewNormal = viewNormal;
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passColour = gl_Color;
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#endif
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}
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