#define MAX_LIGHTS 8 vec3 perLight(int lightIndex, vec3 viewPos, vec3 viewNormal, vec4 diffuse, vec3 ambient) { vec3 lightDir; float d; lightDir = gl_LightSource[lightIndex].position.xyz - (viewPos.xyz * gl_LightSource[lightIndex].position.w); d = length(lightDir); lightDir = normalize(lightDir); return (ambient * gl_LightSource[lightIndex].ambient.xyz + diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0)) * clamp(1.0 / (gl_LightSource[lightIndex].constantAttenuation + gl_LightSource[lightIndex].linearAttenuation * d + gl_LightSource[lightIndex].quadraticAttenuation * d * d), 0.0, 1.0); } #ifdef FRAGMENT vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing) #else vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor) #endif { #if @colorMode == 3 vec4 diffuse = gl_FrontMaterial.diffuse; vec3 ambient = vertexColor.xyz; #elif @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); #ifdef FRAGMENT lightResult.xyz += perLight(0, viewPos, viewNormal, diffuse, ambient) * shadowing; #else lightResult.xyz += perLight(0, viewPos, viewNormal, diffuse, ambient); #endif for (int i=1; i