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54 lines
1.7 KiB
GLSL
54 lines
1.7 KiB
GLSL
#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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#if @clamp
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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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#else
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lightResult = max(lightResult, 0.0);
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#endif
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return lightResult;
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}
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vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matSpec)
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{
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vec3 lightDir = normalize(gl_LightSource[0].position.xyz);
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float NdotL = max(dot(viewNormal, lightDir), 0.0);
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if (NdotL < 0)
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return vec3(0,0,0);
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vec3 halfVec = normalize(lightDir - viewDirection);
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return pow(max(dot(viewNormal, halfVec), 0.0), 128) * gl_LightSource[0].specular.xyz * matSpec;
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}
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