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			61 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #define MAX_LIGHTS 8
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| 
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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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| 
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|     ambientOut = gl_LightSource[lightIndex].ambient.xyz * illumination;
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| 
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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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| 
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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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| 
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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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