#define MAX_LIGHTS 8 vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor) { vec3 lightDir; float d; #if @colorMode == 2 vec4 diffuse = vertexColor; vec3 ambient = vertexColor.xyz; #else vec4 diffuse = gl_FrontMaterial.diffuse; vec3 ambient = gl_FrontMaterial.ambient.xyz; #endif vec4 lightResult = vec4(0.0, 0.0, 0.0, diffuse.a); for (int i=0; i<MAX_LIGHTS; ++i) { lightDir = gl_LightSource[i].position.xyz - (viewPos.xyz * gl_LightSource[i].position.w); d = length(lightDir); lightDir = normalize(lightDir); lightResult.xyz += ambient * gl_LightSource[i].ambient.xyz; 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) * max(dot(viewNormal.xyz, lightDir), 0.0); } lightResult.xyz += gl_LightModel.ambient.xyz * ambient; #if @colorMode == 1 lightResult.xyz += vertexColor.xyz; #else lightResult.xyz += gl_FrontMaterial.emission.xyz; #endif #if @clamp lightResult = clamp(lightResult, vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0)); #else lightResult = max(lightResult, 0.0); #endif return lightResult; } vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matSpec) { vec3 lightDir = normalize(gl_LightSource[0].position.xyz); float NdotL = max(dot(viewNormal, lightDir), 0.0); if (NdotL < 0) return vec3(0,0,0); vec3 halfVec = normalize(lightDir - viewDirection); return pow(max(dot(viewNormal, halfVec), 0.0), 128) * gl_LightSource[0].specular.xyz * matSpec; }