59 lines
1.8 KiB
Plaintext
59 lines
1.8 KiB
Plaintext
const int nLightCount = 2;
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uniform sampler2D diffuseRGBspecA;
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varying vec3 normal;
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varying vec3 npos;
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varying vec2 uv;
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vec3 light[nLightCount];
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float dist[nLightCount];
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void main() {
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vec3 color = gl_FrontMaterial.diffuse.rgb;
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vec4 texSamp = texture2D(diffuseRGBspecA, uv.xy);
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vec3 matspec = gl_FrontMaterial.specular.rgb * texSamp.a;
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float shininess = gl_FrontMaterial.shininess * (0.5 + texSamp.a);
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vec3 n = normalize(normal);
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vec3 v = normalize(npos);
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if(nLightCount > 0) {
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const int i = 0;
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light[i] = gl_LightSource[i].position.xyz + npos;
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dist[i] = length(light[i]);
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light[i] = light[i] / dist[i];
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}
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if(nLightCount > 1) {
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const int i = 1;
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light[i] = gl_LightSource[i].position.xyz + npos;
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dist[i] = length(light[i]);
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light[i] = light[i] / dist[i];
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}
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vec3 diffuse = gl_LightModel.ambient.rgb * gl_FrontMaterial.ambient.rgb;
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vec3 specular = vec3(0.0);
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if(nLightCount > 0) {
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const int i = 0;
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float falloff = 1.0 / (1.0 + (gl_LightSource[i].quadraticAttenuation * dist[i] * dist[i]));
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float intensity = max(0.0, dot(n, light[i])) * falloff;
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diffuse += gl_LightSource[i].diffuse.rgb * intensity;
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vec3 r = -reflect(light[i], n);
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specular += gl_LightSource[i].specular.rgb * (pow(max(0.0, dot(r, v)), shininess) * intensity);
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}
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if(nLightCount > 1) {
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const int i = 1;
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float falloff = 1.0 / (1.0 + (gl_LightSource[i].quadraticAttenuation * dist[i] * dist[i]));
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float intensity = max(0.0, dot(n, light[i])) * falloff;
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diffuse += gl_LightSource[i].diffuse.rgb * intensity;
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vec3 r = -reflect(light[i], n);
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specular += gl_LightSource[i].specular.rgb * (pow(max(0.0, dot(r, v)), shininess) * intensity);
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}
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gl_FragColor.rgb = (diffuse * color * texSamp.rgb) + (specular * matspec);
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gl_FragColor.a = 1.0;
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}
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