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@@ -18,12 +18,12 @@ uniform vec4 u_lightPosRadius[MAX_NUM_LIGHTS];
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uniform vec4 u_lightRgbInnerR[MAX_NUM_LIGHTS];
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SAMPLER2D(u_texColor, 0);
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-#define u_ambientPass u_params.x
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-#define u_lightningPass u_params.y
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-#define u_lightCount u_params.z
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-#define u_lightIndex u_params.w
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-#define u_specular u_specular_shininess.xyz
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-#define u_shininess u_specular_shininess.w
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+#define u_ambientPass u_params.x
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+#define u_lightingPass u_params.y
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+#define u_lightCount u_params.z
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+#define u_lightIndex u_params.w
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+#define u_specular u_specular_shininess.xyz
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+#define u_shininess u_specular_shininess.w
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vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
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{
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@@ -67,17 +67,18 @@ void main()
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for(int ii = 0; ii < MAX_NUM_LIGHTS; ++ii)
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{
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float condition = 0.0;
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- if (u_lightCount > 1.0)
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+ if (u_lightCount > 1.0) // Stencil Reflection Scene.
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{
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- condition = 1.0 - step(u_lightCount, float(ii));
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+ condition = 1.0 - step(u_lightCount, float(ii)); // True for every light up to u_lightCount.
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}
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- else
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+ else // Projection Shadows Scene.
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{
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- condition = float(float(ii) == u_lightIndex);
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+ condition = float(float(ii) == u_lightIndex); // True only for current light.
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}
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+
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lightColor += calcLight(ii, v_view, normal, viewDir) * condition;
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}
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- lightColor *= u_lightningPass;
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+ lightColor *= u_lightingPass;
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vec3 color = toLinear(texture2D(u_texColor, v_texcoord0)).xyz;
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