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- varying vec3 normal;
- varying vec4 pos;
- varying vec4 vertexColor;
- uniform sampler2D diffuse;
- uniform sampler2D specular_map;
- uniform sampler2D emit_map;
- 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);
-
- specular_val.xyz *= texture2D(specular_map, gl_TexCoord[0].st).xyz * gl_FrontMaterial.specular.a;
- vec4 emitVal = texture2D(emit_map, gl_TexCoord[0].st);
- 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(color, texColor, emitVal);
- color = mix(gl_Fog.color, color, fogFactor );
- color.a = vertexColor.a * texColor.a * diffuse_color.a;
- gl_FragColor = color;
- }
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