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