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- vec3 lightContribution(int i, vec3 normal)
- {
- vec4 lightpos = lights[i];
- vec4 lightcolor = lights[i+1];
- vec4 lightspot1 = lights[i+2];
- vec4 lightspot2 = lights[i+3];
- float lightdistance = distance(lightpos.xyz, pixelpos.xyz);
- if (lightpos.w < lightdistance)
- return vec3(0.0); // Early out lights touching surface but not this fragment
- vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz);
- float dotprod = dot(normal, lightdir);
- if (dotprod < -0.0001) return vec3(0.0); // light hits from the backside. This can happen with full sector light lists and must be rejected for all cases. Note that this can cause precision issues.
- float attenuation = clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0);
- if (lightspot1.w == 1.0)
- attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
- if (lightcolor.a < 0.0) // Sign bit is the attenuated light flag
- {
- attenuation *= clamp(dotprod, 0.0, 1.0);
- }
- if (attenuation > 0.0) // Skip shadow map test if possible
- {
- attenuation *= shadowAttenuation(lightpos, lightcolor.a);
- return lightcolor.rgb * attenuation;
- }
- else
- {
- return vec3(0.0);
- }
- }
- vec3 ProcessMaterialLight(Material material, vec3 color)
- {
- vec4 dynlight = uDynLightColor;
- vec3 normal = material.Normal;
- if (uLightIndex >= 0)
- {
- ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
- if (lightRange.z > lightRange.x)
- {
- // modulated lights
- for(int i=lightRange.x; i<lightRange.y; i+=4)
- {
- dynlight.rgb += lightContribution(i, normal);
- }
- // subtractive lights
- for(int i=lightRange.y; i<lightRange.z; i+=4)
- {
- dynlight.rgb -= lightContribution(i, normal);
- }
- }
- }
- vec3 frag = material.Base.rgb * clamp(color + desaturate(dynlight).rgb, 0.0, 1.4);
- if (uLightIndex >= 0)
- {
- ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
- if (lightRange.w > lightRange.z)
- {
- vec4 addlight = vec4(0.0,0.0,0.0,0.0);
- // additive lights
- for(int i=lightRange.z; i<lightRange.w; i+=4)
- {
- addlight.rgb += lightContribution(i, normal);
- }
- frag = clamp(frag + desaturate(addlight).rgb, 0.0, 1.0);
- }
- }
- return frag;
- }
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