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openmw-tes3mp/files/shaders/lighting.glsl

84 lines
3.0 KiB
GLSL

#define MAX_LIGHTS 8
uniform int colorMode;
void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal, vec4 diffuse, vec3 ambient)
{
vec3 lightDir;
float lightDistance;
lightDir = gl_LightSource[lightIndex].position.xyz - (viewPos.xyz * gl_LightSource[lightIndex].position.w);
lightDistance = length(lightDir);
lightDir = normalize(lightDir);
float illumination = clamp(1.0 / (gl_LightSource[lightIndex].constantAttenuation + gl_LightSource[lightIndex].linearAttenuation * lightDistance + gl_LightSource[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
ambientOut = ambient * gl_LightSource[lightIndex].ambient.xyz * illumination;
diffuseOut = diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0) * illumination;
}
#if PER_PIXEL_LIGHTING
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing)
#else
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadowDiffuse)
#endif
{
vec4 diffuse;
vec3 ambient;
if (colorMode == 3)
{
diffuse = gl_FrontMaterial.diffuse;
ambient = vertexColor.xyz;
}
else if (colorMode == 2)
{
diffuse = vertexColor;
ambient = vertexColor.xyz;
}
else
{
diffuse = gl_FrontMaterial.diffuse;
ambient = gl_FrontMaterial.ambient.xyz;
}
vec4 lightResult = vec4(0.0, 0.0, 0.0, diffuse.a);
vec3 diffuseLight, ambientLight;
perLight(ambientLight, diffuseLight, 0, viewPos, viewNormal, diffuse, ambient);
#if PER_PIXEL_LIGHTING
lightResult.xyz += diffuseLight * shadowing - diffuseLight; // This light gets added a second time in the loop to fix Mesa users' slowdown, so we need to negate its contribution here.
#else
shadowDiffuse = diffuseLight;
lightResult.xyz -= shadowDiffuse; // This light gets added a second time in the loop to fix Mesa users' slowdown, so we need to negate its contribution here.
#endif
for (int i=0; i<MAX_LIGHTS; ++i)
{
perLight(ambientLight, diffuseLight, i, viewPos, viewNormal, diffuse, ambient);
lightResult.xyz += ambientLight + diffuseLight;
}
lightResult.xyz += gl_LightModel.ambient.xyz * ambient;
if (colorMode == 1)
lightResult.xyz += vertexColor.xyz;
else
lightResult.xyz += gl_FrontMaterial.emission.xyz;
#if @clamp
lightResult = clamp(lightResult, vec4(0.0), vec4(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 = dot(viewNormal, lightDir);
if (NdotL <= 0.0)
return vec3(0.,0.,0.);
vec3 halfVec = normalize(lightDir - viewDirection);
float NdotH = dot(viewNormal, halfVec);
return pow(max(NdotH, 0.0), max(1e-4, shininess)) * gl_LightSource[0].specular.xyz * matSpec;
}