Move doLighting to separate file

move
scrawl 9 years ago
parent 21c4dffed2
commit 1223bca3d4

@ -8,6 +8,7 @@ set(SHADER_FILES
water_nm.png
objects_vertex.glsl
objects_fragment.glsl
lighting.glsl
)
copy_all_files(${CMAKE_CURRENT_SOURCE_DIR} ${DDIR} "${SHADER_FILES}")

@ -0,0 +1,37 @@
#define MAX_LIGHTS 8
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor)
{
vec3 lightDir;
float d;
#if @colorMode == 2
vec4 diffuse = vertexColor;
vec3 ambient = vertexColor.xyz;
#else
vec4 diffuse = gl_FrontMaterial.diffuse;
vec3 ambient = gl_FrontMaterial.ambient.xyz;
#endif
vec4 lightResult = vec4(0.0, 0.0, 0.0, diffuse.a);
for (int i=0; i<MAX_LIGHTS; ++i)
{
lightDir = gl_LightSource[i].position.xyz - (viewPos.xyz * gl_LightSource[i].position.w);
d = length(lightDir);
lightDir = normalize(lightDir);
lightResult.xyz += ambient * gl_LightSource[i].ambient.xyz;
lightResult.xyz += diffuse.xyz * gl_LightSource[i].diffuse.xyz * clamp(1.0 / (gl_LightSource[i].constantAttenuation + gl_LightSource[i].linearAttenuation * d + gl_LightSource[i].quadraticAttenuation * d * d), 0.0, 1.0)
* max(dot(viewNormal.xyz, lightDir), 0.0);
}
lightResult.xyz += gl_LightModel.ambient.xyz * ambient;
#if @colorMode == 1
lightResult.xyz += vertexColor.xyz;
#else
lightResult.xyz += gl_FrontMaterial.emission.xyz;
#endif
return lightResult;
}

@ -20,44 +20,7 @@ varying float depth;
varying vec4 lighting;
#define MAX_LIGHTS 8
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor)
{
vec3 lightDir;
float d;
#if @colorMode == 2
vec4 diffuse = vertexColor;
vec3 ambient = vertexColor.xyz;
#else
vec4 diffuse = gl_FrontMaterial.diffuse;
vec3 ambient = gl_FrontMaterial.ambient.xyz;
#endif
vec4 lightResult = vec4(0.0, 0.0, 0.0, diffuse.a);
for (int i=0; i<MAX_LIGHTS; ++i)
{
lightDir = gl_LightSource[i].position.xyz - (viewPos.xyz * gl_LightSource[i].position.w);
d = length(lightDir);
lightDir = normalize(lightDir);
lightResult.xyz += ambient * gl_LightSource[i].ambient.xyz;
lightResult.xyz += diffuse.xyz * gl_LightSource[i].diffuse.xyz * clamp(1.0 / (gl_LightSource[i].constantAttenuation + gl_LightSource[i].linearAttenuation * d + gl_LightSource[i].quadraticAttenuation * d * d), 0.0, 1.0)
* max(dot(viewNormal.xyz, lightDir), 0.0);
}
lightResult.xyz += gl_LightModel.ambient.xyz * ambient;
#if @colorMode == 1
lightResult.xyz += vertexColor.xyz;
#else
lightResult.xyz += gl_FrontMaterial.emission.xyz;
#endif
return lightResult;
}
#include "lighting.glsl"
void main(void)
{

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