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a guest Sep 21st, 2014 182 Never
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  1. varying vec3 vHybridLightDir;
  2. varying vec3 vHybridLightPos;
  3. varying vec3 vHybridLightColor;
  4. varying vec3 vAmbientColor;
  5. varying vec3 vNormal;
  6. varying vec3 vWorldPosition;
  7. varying float vHybridLightRange;
  8.  
  9. uniform vec3 u_viewDirection;
  10.  
  11. void main()
  12. {
  13.     vec3 lightToVertex = vHybridLightPos - vWorldPosition;
  14.     float dist = length(lightToVertex);
  15.     float ratio = clamp(dist / 15.0, 0.0, 1.0);
  16.     float atten = pow(cos(ratio * 3.14159265359) + 1, 2);
  17.     atten *= 0.25;
  18.  
  19.     float dotNL = max(dot(normalize(vNormal), lightToVertex), 0.0);
  20.     gl_FragColor = vec4(atten * vHybridLightColor * dotNL, 1.0);
  21. }
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