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			61 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#define MAX_LIGHTS 8
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void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal)
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{
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    vec3 lightDir = gl_LightSource[lightIndex].position.xyz - viewPos * gl_LightSource[lightIndex].position.w;
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    float 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 = gl_LightSource[lightIndex].ambient.xyz * illumination;
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    float lambert = dot(viewNormal.xyz, lightDir) * illumination;
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#ifndef GROUNDCOVER
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    lambert = max(lambert, 0.0);
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#else
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    float eyeCosine = dot(normalize(viewPos), viewNormal.xyz);
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    if (lambert < 0.0)
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    {
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        lambert = -lambert;
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        eyeCosine = -eyeCosine;
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    }
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    lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
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#endif
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    diffuseOut = gl_LightSource[lightIndex].diffuse.xyz * lambert;
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}
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#if PER_PIXEL_LIGHTING
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void doLighting(vec3 viewPos, vec3 viewNormal, float shadowing, out vec3 diffuseLight, out vec3 ambientLight)
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#else
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void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 ambientLight, out vec3 shadowDiffuse)
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#endif
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{
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    vec3 ambientOut, diffuseOut;
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    // 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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    perLight(ambientOut, diffuseOut, 0, viewPos, viewNormal);
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#if PER_PIXEL_LIGHTING
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    diffuseLight = diffuseOut * shadowing - diffuseOut;
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#else
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    shadowDiffuse = diffuseOut;
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    diffuseLight = -diffuseOut;
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#endif
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    ambientLight = gl_LightModel.ambient.xyz;
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    for (int i=0; i<MAX_LIGHTS; ++i)
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    {
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        perLight(ambientOut, diffuseOut, i, viewPos, viewNormal);
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        ambientLight += ambientOut;
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        diffuseLight += diffuseOut;
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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 = dot(viewNormal, lightDir);
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    if (NdotL <= 0.0)
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        return vec3(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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