mirror of
https://github.com/minetest/irrlicht.git
synced 2025-06-28 06:20:21 +02:00
Remove more dead code (#108)
This commit is contained in:
@ -1,5 +1,3 @@
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#define MAX_LIGHTS 8
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/* Attributes */
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attribute vec3 inVertexPosition;
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@ -22,15 +20,6 @@ uniform vec4 uMaterialEmissive;
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uniform vec4 uMaterialSpecular;
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uniform float uMaterialShininess;
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uniform int uLightCount;
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uniform int uLightType[MAX_LIGHTS];
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uniform vec3 uLightPosition[MAX_LIGHTS];
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uniform vec3 uLightDirection[MAX_LIGHTS];
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uniform vec3 uLightAttenuation[MAX_LIGHTS];
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uniform vec4 uLightAmbient[MAX_LIGHTS];
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uniform vec4 uLightDiffuse[MAX_LIGHTS];
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uniform vec4 uLightSpecular[MAX_LIGHTS];
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uniform float uThickness;
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/* Varyings */
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@ -41,58 +30,6 @@ varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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void dirLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
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{
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vec3 L = normalize(-(uNMatrix * vec4(uLightDirection[index], 0.0)).xyz);
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ambient += uLightAmbient[index];
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float NdotL = dot(normal, L);
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if (NdotL > 0.0)
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{
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diffuse += uLightDiffuse[index] * NdotL;
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vec3 E = normalize(-position);
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vec3 HalfVector = normalize(L + E);
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float NdotH = max(0.0, dot(normal, HalfVector));
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float SpecularFactor = pow(NdotH, uMaterialShininess);
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specular += uLightSpecular[index] * SpecularFactor;
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}
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}
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void pointLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
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{
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vec3 L = uLightPosition[index] - position;
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float D = length(L);
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L = normalize(L);
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float Attenuation = 1.0 / (uLightAttenuation[index].x + uLightAttenuation[index].y * D +
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uLightAttenuation[index].z * D * D);
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ambient += uLightAmbient[index] * Attenuation;
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float NdotL = dot(normal, L);
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if (NdotL > 0.0)
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{
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diffuse += uLightDiffuse[index] * NdotL * Attenuation;
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vec3 E = normalize(-position);
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vec3 HalfVector = normalize(L + E);
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float NdotH = max(0.0, dot(normal, HalfVector));
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float SpecularFactor = pow(NdotH, uMaterialShininess);
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specular += uLightSpecular[index] * SpecularFactor * Attenuation;
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}
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}
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void spotLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
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{
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// TO-DO
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}
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void main()
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{
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gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
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@ -112,48 +49,5 @@ void main()
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vVertexColor = inVertexColor.bgra;
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vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
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if (uLightCount > 0)
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{
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vec3 Normal = normalize((uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
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vec4 Ambient = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 Diffuse = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < int(MAX_LIGHTS); i++)
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{
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if( i >= uLightCount ) // can't use uniform as loop-counter directly in glsl
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break;
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if (uLightType[i] == 0)
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pointLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
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}
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for (int i = 0; i < int(MAX_LIGHTS); i++)
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{
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if( i >= uLightCount )
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break;
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if (uLightType[i] == 1)
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spotLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
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}
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for (int i = 0; i < int(MAX_LIGHTS); i++)
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{
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if( i >= uLightCount )
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break;
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if (uLightType[i] == 2)
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dirLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
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}
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vec4 LightColor = Ambient * uMaterialAmbient + Diffuse * uMaterialDiffuse;
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LightColor = clamp(LightColor, 0.0, 1.0);
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LightColor.w = 1.0;
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vVertexColor *= LightColor;
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vVertexColor += uMaterialEmissive;
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vVertexColor += uGlobalAmbient * uMaterialAmbient;
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vVertexColor = clamp(vVertexColor, 0.0, 1.0);
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vSpecularColor *= uMaterialSpecular;
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}
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vFogCoord = length(Position);
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}
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@ -1,5 +1,3 @@
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#define MAX_LIGHTS 8
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/* Attributes */
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attribute vec3 inVertexPosition;
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@ -21,15 +19,6 @@ uniform vec4 uMaterialEmissive;
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uniform vec4 uMaterialSpecular;
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uniform float uMaterialShininess;
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uniform int uLightCount;
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uniform int uLightType[MAX_LIGHTS];
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uniform vec3 uLightPosition[MAX_LIGHTS];
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uniform vec3 uLightDirection[MAX_LIGHTS];
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uniform vec3 uLightAttenuation[MAX_LIGHTS];
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uniform vec4 uLightAmbient[MAX_LIGHTS];
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uniform vec4 uLightDiffuse[MAX_LIGHTS];
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uniform vec4 uLightSpecular[MAX_LIGHTS];
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uniform float uThickness;
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/* Varyings */
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@ -39,58 +28,6 @@ varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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void dirLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
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{
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vec3 L = normalize(-(uNMatrix * vec4(uLightDirection[index], 0.0)).xyz);
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ambient += uLightAmbient[index];
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float NdotL = dot(normal, L);
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if (NdotL > 0.0)
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{
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diffuse += uLightDiffuse[index] * NdotL;
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vec3 E = normalize(-position);
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vec3 HalfVector = normalize(L + E);
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float NdotH = max(0.0, dot(normal, HalfVector));
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float SpecularFactor = pow(NdotH, uMaterialShininess);
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specular += uLightSpecular[index] * SpecularFactor;
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}
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}
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void pointLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
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{
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vec3 L = uLightPosition[index] - position;
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float D = length(L);
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L = normalize(L);
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float Attenuation = 1.0 / (uLightAttenuation[index].x + uLightAttenuation[index].y * D +
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uLightAttenuation[index].z * D * D);
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ambient += uLightAmbient[index] * Attenuation;
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float NdotL = dot(normal, L);
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if (NdotL > 0.0)
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{
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diffuse += uLightDiffuse[index] * NdotL * Attenuation;
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vec3 E = normalize(-position);
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vec3 HalfVector = normalize(L + E);
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float NdotH = max(0.0, dot(normal, HalfVector));
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float SpecularFactor = pow(NdotH, uMaterialShininess);
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specular += uLightSpecular[index] * SpecularFactor * Attenuation;
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}
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}
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void spotLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
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{
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// TO-DO
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}
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void main()
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{
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gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
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@ -104,48 +41,5 @@ void main()
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vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
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if (uLightCount > 0)
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{
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vec3 Normal = normalize((uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
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vec4 Ambient = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 Diffuse = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < int(MAX_LIGHTS); i++)
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{
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if( i >= uLightCount ) // can't use uniform as loop-counter directly in glsl
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break;
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if (uLightType[i] == 0)
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pointLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
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}
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for (int i = 0; i < int(MAX_LIGHTS); i++)
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{
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if( i >= uLightCount )
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break;
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if (uLightType[i] == 1)
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spotLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
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}
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for (int i = 0; i < int(MAX_LIGHTS); i++)
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{
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if( i >= uLightCount )
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break;
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if (uLightType[i] == 2)
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dirLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
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}
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vec4 LightColor = Ambient * uMaterialAmbient + Diffuse * uMaterialDiffuse;
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LightColor = clamp(LightColor, 0.0, 1.0);
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LightColor.w = 1.0;
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vVertexColor *= LightColor;
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vVertexColor += uMaterialEmissive;
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vVertexColor += uGlobalAmbient * uMaterialAmbient;
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vVertexColor = clamp(vVertexColor, 0.0, 1.0);
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vSpecularColor *= uMaterialSpecular;
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}
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vFogCoord = length(Position);
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}
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@ -1,5 +1,3 @@
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#define MAX_LIGHTS 8
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/* Attributes */
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attribute vec3 inVertexPosition;
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@ -23,15 +21,6 @@ uniform vec4 uMaterialEmissive;
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uniform vec4 uMaterialSpecular;
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uniform float uMaterialShininess;
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uniform int uLightCount;
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uniform int uLightType[MAX_LIGHTS];
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uniform vec3 uLightPosition[MAX_LIGHTS];
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uniform vec3 uLightDirection[MAX_LIGHTS];
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uniform vec3 uLightAttenuation[MAX_LIGHTS];
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uniform vec4 uLightAmbient[MAX_LIGHTS];
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uniform vec4 uLightDiffuse[MAX_LIGHTS];
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uniform vec4 uLightSpecular[MAX_LIGHTS];
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uniform float uThickness;
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/* Varyings */
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@ -42,58 +31,6 @@ varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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void dirLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
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{
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vec3 L = normalize(-(uNMatrix * vec4(uLightDirection[index], 0.0)).xyz);
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ambient += uLightAmbient[index];
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float NdotL = dot(normal, L);
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if (NdotL > 0.0)
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{
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diffuse += uLightDiffuse[index] * NdotL;
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vec3 E = normalize(-position);
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vec3 HalfVector = normalize(L + E);
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float NdotH = max(0.0, dot(normal, HalfVector));
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float SpecularFactor = pow(NdotH, uMaterialShininess);
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specular += uLightSpecular[index] * SpecularFactor;
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}
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}
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void pointLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
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{
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vec3 L = uLightPosition[index] - position;
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float D = length(L);
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L = normalize(L);
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float Attenuation = 1.0 / (uLightAttenuation[index].x + uLightAttenuation[index].y * D +
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uLightAttenuation[index].z * D * D);
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ambient += uLightAmbient[index] * Attenuation;
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float NdotL = dot(normal, L);
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if (NdotL > 0.0)
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{
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diffuse += uLightDiffuse[index] * NdotL * Attenuation;
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vec3 E = normalize(-position);
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vec3 HalfVector = normalize(L + E);
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float NdotH = max(0.0, dot(normal, HalfVector));
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float SpecularFactor = pow(NdotH, uMaterialShininess);
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specular += uLightSpecular[index] * SpecularFactor * Attenuation;
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}
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}
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void spotLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
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{
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// TO-DO
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}
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void main()
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{
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gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
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@ -110,48 +47,5 @@ void main()
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vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
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if (uLightCount > 0)
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{
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vec3 Normal = normalize((uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
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vec4 Ambient = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 Diffuse = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < int(MAX_LIGHTS); i++)
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{
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if( i >= uLightCount ) // can't use uniform as loop-counter directly in glsl
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break;
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if (uLightType[i] == 0)
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pointLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
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}
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for (int i = 0; i < int(MAX_LIGHTS); i++)
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{
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if( i >= uLightCount )
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break;
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if (uLightType[i] == 1)
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spotLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
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}
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for (int i = 0; i < int(MAX_LIGHTS); i++)
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{
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if( i >= uLightCount )
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break;
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if (uLightType[i] == 2)
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dirLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
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}
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vec4 LightColor = Ambient * uMaterialAmbient + Diffuse * uMaterialDiffuse;
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LightColor = clamp(LightColor, 0.0, 1.0);
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LightColor.w = 1.0;
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vVertexColor *= LightColor;
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vVertexColor += uMaterialEmissive;
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vVertexColor += uGlobalAmbient * uMaterialAmbient;
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vVertexColor = clamp(vVertexColor, 0.0, 1.0);
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vSpecularColor *= uMaterialSpecular;
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}
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vFogCoord = length(Position);
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}
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|
@ -1,5 +1,3 @@
|
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#define MAX_LIGHTS 8
|
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|
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/* Attributes */
|
||||
|
||||
attribute vec3 inVertexPosition;
|
||||
@ -21,15 +19,6 @@ uniform vec4 uMaterialEmissive;
|
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uniform vec4 uMaterialSpecular;
|
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uniform float uMaterialShininess;
|
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|
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uniform int uLightCount;
|
||||
uniform int uLightType[MAX_LIGHTS];
|
||||
uniform vec3 uLightPosition[MAX_LIGHTS];
|
||||
uniform vec3 uLightDirection[MAX_LIGHTS];
|
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uniform vec3 uLightAttenuation[MAX_LIGHTS];
|
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uniform vec4 uLightAmbient[MAX_LIGHTS];
|
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uniform vec4 uLightDiffuse[MAX_LIGHTS];
|
||||
uniform vec4 uLightSpecular[MAX_LIGHTS];
|
||||
|
||||
uniform float uThickness;
|
||||
|
||||
/* Varyings */
|
||||
@ -39,58 +28,6 @@ varying vec4 vVertexColor;
|
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varying vec4 vSpecularColor;
|
||||
varying float vFogCoord;
|
||||
|
||||
void dirLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
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{
|
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vec3 L = normalize(-(uNMatrix * vec4(uLightDirection[index], 0.0)).xyz);
|
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|
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ambient += uLightAmbient[index];
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float NdotL = dot(normal, L);
|
||||
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if (NdotL > 0.0)
|
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{
|
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diffuse += uLightDiffuse[index] * NdotL;
|
||||
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vec3 E = normalize(-position);
|
||||
vec3 HalfVector = normalize(L + E);
|
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float NdotH = max(0.0, dot(normal, HalfVector));
|
||||
|
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float SpecularFactor = pow(NdotH, uMaterialShininess);
|
||||
specular += uLightSpecular[index] * SpecularFactor;
|
||||
}
|
||||
}
|
||||
|
||||
void pointLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
vec3 L = uLightPosition[index] - position;
|
||||
float D = length(L);
|
||||
L = normalize(L);
|
||||
|
||||
float Attenuation = 1.0 / (uLightAttenuation[index].x + uLightAttenuation[index].y * D +
|
||||
uLightAttenuation[index].z * D * D);
|
||||
|
||||
ambient += uLightAmbient[index] * Attenuation;
|
||||
|
||||
float NdotL = dot(normal, L);
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
diffuse += uLightDiffuse[index] * NdotL * Attenuation;
|
||||
|
||||
vec3 E = normalize(-position);
|
||||
vec3 HalfVector = normalize(L + E);
|
||||
float NdotH = max(0.0, dot(normal, HalfVector));
|
||||
|
||||
float SpecularFactor = pow(NdotH, uMaterialShininess);
|
||||
specular += uLightSpecular[index] * SpecularFactor * Attenuation;
|
||||
}
|
||||
}
|
||||
|
||||
void spotLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
// TO-DO
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
|
||||
@ -107,48 +44,5 @@ void main()
|
||||
vVertexColor = inVertexColor.bgra;
|
||||
vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
if (uLightCount > 0)
|
||||
{
|
||||
vec3 Normal = normalize((uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
|
||||
|
||||
vec4 Ambient = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 Diffuse = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount ) // can't use uniform as loop-counter directly in glsl
|
||||
break;
|
||||
if (uLightType[i] == 0)
|
||||
pointLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount )
|
||||
break;
|
||||
if (uLightType[i] == 1)
|
||||
spotLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount )
|
||||
break;
|
||||
if (uLightType[i] == 2)
|
||||
dirLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
vec4 LightColor = Ambient * uMaterialAmbient + Diffuse * uMaterialDiffuse;
|
||||
LightColor = clamp(LightColor, 0.0, 1.0);
|
||||
LightColor.w = 1.0;
|
||||
|
||||
vVertexColor *= LightColor;
|
||||
vVertexColor += uMaterialEmissive;
|
||||
vVertexColor += uGlobalAmbient * uMaterialAmbient;
|
||||
vVertexColor = clamp(vVertexColor, 0.0, 1.0);
|
||||
|
||||
vSpecularColor *= uMaterialSpecular;
|
||||
}
|
||||
|
||||
vFogCoord = length(Position);
|
||||
}
|
||||
|
Reference in New Issue
Block a user