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			54 lines
		
	
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			54 lines
		
	
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #define MAX_LIGHTS 8
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| 
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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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| 
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| #if @colorMode == 3
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|     vec4 diffuse = gl_FrontMaterial.diffuse;
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|     vec3 ambient = vertexColor.xyz;
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| #elif @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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| 
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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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| 
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|         lightResult.xyz += (ambient * gl_LightSource[i].ambient.xyz + diffuse.xyz * gl_LightSource[i].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0)) * 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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|     }
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| 
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|     lightResult.xyz += gl_LightModel.ambient.xyz * ambient;
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| 
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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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| 
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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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| 
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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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