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- vec2 lightAttenuation(int i, vec3 normal, vec3 viewdir, float lightcolorA)
- {
- vec4 lightpos = lights[i];
- vec4 lightspot1 = lights[i+2];
- vec4 lightspot2 = lights[i+3];
- float lightdistance = distance(lightpos.xyz, pixelpos.xyz);
- if (lightpos.w < lightdistance)
- return vec2(0.0); // Early out lights touching surface but not this fragment
- 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);
- vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz);
- if (lightcolorA < 0.0) // Sign bit is the attenuated light flag
- attenuation *= clamp(dot(normal, lightdir), 0.0, 1.0);
- if (attenuation > 0.0) // Skip shadow map test if possible
- attenuation *= shadowAttenuation(lightpos, lightcolorA);
- if (attenuation <= 0.0)
- return vec2(0.0);
- float glossiness = uSpecularMaterial.x;
- float specularLevel = uSpecularMaterial.y;
- vec3 halfdir = normalize(viewdir + lightdir);
- float specAngle = clamp(dot(halfdir, normal), 0.0f, 1.0f);
- float phExp = glossiness * 4.0f;
- return vec2(attenuation, attenuation * specularLevel * pow(specAngle, phExp));
- }
- vec3 ProcessMaterialLight(Material material, vec3 color)
- {
- vec4 dynlight = uDynLightColor;
- vec4 specular = vec4(0.0, 0.0, 0.0, 1.0);
- vec3 normal = material.Normal;
- vec3 viewdir = normalize(uCameraPos.xyz - pixelpos.xyz);
- 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)
- {
- vec4 lightcolor = lights[i+1];
- vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
- dynlight.rgb += lightcolor.rgb * attenuation.x;
- specular.rgb += lightcolor.rgb * attenuation.y;
- }
- // subtractive lights
- for(int i=lightRange.y; i<lightRange.z; i+=4)
- {
- vec4 lightcolor = lights[i+1];
- vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
- dynlight.rgb -= lightcolor.rgb * attenuation.x;
- specular.rgb -= lightcolor.rgb * attenuation.y;
- }
- }
- }
- dynlight.rgb = clamp(color + desaturate(dynlight).rgb, 0.0, 1.4);
- specular.rgb = clamp(desaturate(specular).rgb, 0.0, 1.4);
- vec3 frag = material.Base.rgb * dynlight.rgb + material.Specular * specular.rgb;
- 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)
- {
- vec4 lightcolor = lights[i+1];
- vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
- addlight.rgb += lightcolor.rgb * attenuation.x;
- }
- frag = clamp(frag + desaturate(addlight).rgb, 0.0, 1.0);
- }
- }
- return frag;
- }
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