varying vec3 normal; varying vec4 pos; varying vec4 vertexColor; uniform sampler2D diffuse; uniform vec4 diffuse_color; uniform vec4 specular_color; uniform vec4 ambient_color; uniform float shininess; float calculateAttenuation(in int i, in float dist) { return(1.0 / (gl_LightSource[i].constantAttenuation + gl_LightSource[i].linearAttenuation * dist + gl_LightSource[i].quadraticAttenuation * dist * dist)); } void pointLight(in int i, in vec3 normal, in vec4 pos, inout vec4 diffuse, inout vec4 specular) { vec4 color = diffuse_color; vec4 matspec = specular_color; float shininess = shininess; vec4 lightspec = gl_LightSource[i].specular; vec4 lpos = gl_LightSource[i].position; vec4 s = pos-lpos; vec4 sn = -normalize(s); vec3 light = sn.xyz; vec3 n = normalize(normal); vec3 r = -reflect(light, n); r = normalize(r); vec3 v = -pos.xyz; v = normalize(v); float nDotL = dot(n, sn.xyz); if(nDotL > 0.0) { float dist = length(s); float attenuation = calculateAttenuation(i, dist); diffuse += color * max(0.0, nDotL) * gl_LightSource[i].diffuse * attenuation; if (shininess != 0.0) { specular += lightspec * matspec * pow(max(0.0,dot(r, v)), shininess) * attenuation; } } } void spotLight(in int i, in vec3 normal, in vec4 pos, inout vec4 diffuse, inout vec4 specular) { vec4 color = diffuse_color; vec4 matspec = specular_color; float shininess = shininess; vec4 lightspec = gl_LightSource[i].specular; vec4 lpos = gl_LightSource[i].position; vec4 s = pos-lpos; vec4 sn = -normalize(s); vec3 light = sn.xyz; vec3 n = normalize(normal); vec3 r = -reflect(light, n); r = normalize(r); vec3 v = -pos.xyz; v = normalize(v); float cos_outer_cone_angle = (1.0-gl_LightSource[i].spotExponent) * gl_LightSource[i].spotCosCutoff; float cos_cur_angle = dot(-normalize(gl_LightSource[i].spotDirection), sn.xyz); float cos_inner_cone_angle = gl_LightSource[i].spotCosCutoff; float cos_inner_minus_outer_angle = cos_inner_cone_angle - cos_outer_cone_angle; float spot = 0.0; spot = clamp((cos_cur_angle - cos_outer_cone_angle) / cos_inner_minus_outer_angle, 0.0, 1.0); float nDotL = dot(n, sn.xyz); if(nDotL > 0.0) { float dist = length(s); float attenuation = calculateAttenuation(i, dist); diffuse += color * max(0.0, nDotL) * gl_LightSource[i].diffuse * attenuation * spot; if (shininess != 0.0) { specular += lightspec * matspec * pow(max(0.0,dot(r, v)), shininess) * attenuation * spot; } } } void doLights(in int numLights, in vec3 normal, in vec4 pos, inout vec4 diffuse, inout vec4 specular) { for (int i = 0; i < numLights; i++) { if (gl_LightSource[i].spotCutoff == 180.0) { pointLight(i, normal, pos, diffuse, specular); } else { spotLight(i, normal, pos, diffuse, specular); } } } void main() { vec4 diffuse_val = vec4(0.0); vec4 specular_val = vec4(0.0); doLights(6, normal, pos, diffuse_val, specular_val); vec4 texColor = texture2D(diffuse, gl_TexCoord[0].st); vec4 color = diffuse_val + ambient_color; color = clamp((color*vertexColor*texColor) + specular_val, 0.0, 1.0); // fog const float LOG2 = 1.442695; float z = gl_FragCoord.z / gl_FragCoord.w; float fogFactor = exp2( -gl_Fog.density * gl_Fog.density * z * z * LOG2 ); fogFactor = clamp(fogFactor, 0.0, 1.0); color = mix(gl_Fog.color, color, fogFactor ); color.a = vertexColor.a * texColor.a * diffuse_color.a; gl_FragColor = color; }