$input v_normal, v_view, v_texcoord0 /* * Copyright 2013-2014 Dario Manesku. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "../common/common.sh" #define MAX_NUM_LIGHTS 5 uniform vec4 u_params; uniform vec4 u_ambient; uniform vec4 u_diffuse; uniform vec4 u_color; uniform vec4 u_specular_shininess; uniform vec4 u_lightPosRadius[MAX_NUM_LIGHTS]; uniform vec4 u_lightRgbInnerR[MAX_NUM_LIGHTS]; SAMPLER2D(s_texColor, 0); #define u_ambientPass u_params.x #define u_lightingPass u_params.y #define u_lightCount u_params.z #define u_lightIndex u_params.w #define u_specular u_specular_shininess.xyz #define u_shininess u_specular_shininess.w vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir) { float ndotl = dot(_normal, _lightDir); vec3 reflected = 2.0*ndotl*_normal - _lightDir; // reflect(_lightDir, _normal); float rdotv = dot(reflected, _viewDir); return vec2(ndotl, rdotv); } vec4 lit(float _ndotl, float _rdotv, float _m) { float diff = max(0.0, _ndotl); float spec = step(0.0, _ndotl) * pow(max(0.0, _rdotv), _m); return vec4(1.0, diff, spec, 1.0); } vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir) { vec3 lightPos = mul(u_view, vec4(u_lightPosRadius[_idx].xyz, 1.0)).xyz; vec3 toLight = lightPos - _view; vec3 lightDir = normalize(toLight); vec2 bln = blinn(lightDir, _normal, _viewDir); vec4 lc = lit(bln.x, bln.y, u_shininess); float dist = max(length(toLight), u_lightPosRadius[_idx].w); float attn = 250.0 * pow(dist, -2.0); vec3 rgb = (lc.y * u_diffuse.xyz + lc.z * u_specular) * u_lightRgbInnerR[_idx].rgb * attn; return rgb; } void main() { vec3 normal = normalize(v_normal); vec3 viewDir = -normalize(v_view); vec3 ambientColor = u_ambient.xyz * u_ambientPass; vec3 lightColor = vec3_splat(0.0); for(int ii = 0; ii < MAX_NUM_LIGHTS; ++ii) { float condition = 0.0; if (u_lightCount > 1.0) // Stencil Reflection Scene. { condition = 1.0 - step(u_lightCount, float(ii)); // True for every light up to u_lightCount. } else // Projection Shadows Scene. { condition = float(float(ii) == u_lightIndex); // True only for current light. } lightColor += calcLight(ii, v_view, normal, viewDir) * condition; } lightColor *= u_lightingPass; vec3 color = toLinear(texture2D(s_texColor, v_texcoord0)).xyz; vec3 ambient = toGamma(ambientColor * color); vec3 diffuse = toGamma(lightColor * color); gl_FragColor.xyz = clamp(ambient + diffuse, 0.0, 1.0); gl_FragColor.w = u_color.w; }