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84 lines
3.0 KiB
GLSL
84 lines
3.0 KiB
GLSL
#define MAX_LIGHTS 8
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uniform int colorMode;
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void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal, vec4 diffuse, vec3 ambient)
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{
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vec3 lightDir;
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float lightDistance;
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lightDir = gl_LightSource[lightIndex].position.xyz - (viewPos.xyz * gl_LightSource[lightIndex].position.w);
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lightDistance = length(lightDir);
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lightDir = normalize(lightDir);
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float illumination = clamp(1.0 / (gl_LightSource[lightIndex].constantAttenuation + gl_LightSource[lightIndex].linearAttenuation * lightDistance + gl_LightSource[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
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ambientOut = ambient * gl_LightSource[lightIndex].ambient.xyz * illumination;
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diffuseOut = diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0) * illumination;
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}
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#if PER_PIXEL_LIGHTING
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing)
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#else
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadowDiffuse)
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#endif
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{
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vec4 diffuse;
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vec3 ambient;
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if (colorMode == 3)
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{
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diffuse = gl_FrontMaterial.diffuse;
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ambient = vertexColor.xyz;
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}
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else if (colorMode == 2)
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{
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diffuse = vertexColor;
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ambient = vertexColor.xyz;
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}
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else
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{
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diffuse = gl_FrontMaterial.diffuse;
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ambient = gl_FrontMaterial.ambient.xyz;
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}
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vec4 lightResult = vec4(0.0, 0.0, 0.0, diffuse.a);
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vec3 diffuseLight, ambientLight;
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perLight(ambientLight, diffuseLight, 0, viewPos, viewNormal, diffuse, ambient);
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#if PER_PIXEL_LIGHTING
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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.
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#else
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shadowDiffuse = diffuseLight;
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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.
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#endif
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for (int i=0; i<MAX_LIGHTS; ++i)
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{
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perLight(ambientLight, diffuseLight, i, viewPos, viewNormal, diffuse, ambient);
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lightResult.xyz += ambientLight + diffuseLight;
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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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#if @clamp
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lightResult = clamp(lightResult, vec4(0.0), vec4(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 = dot(viewNormal, lightDir);
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if (NdotL <= 0.0)
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return vec3(0.,0.,0.);
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vec3 halfVec = normalize(lightDir - viewDirection);
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float NdotH = dot(viewNormal, halfVec);
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return pow(max(NdotH, 0.0), max(1e-4, shininess)) * gl_LightSource[0].specular.xyz * matSpec;
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}
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