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| ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). |
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| |
| #pragma include light.inc.frag |
| |
| void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 vview, const in FP float shininess, |
| out FP vec3 diffuseColor, out FP vec3 specularColor) |
| { |
| diffuseColor = vec3(0.0); |
| specularColor = vec3(0.0); |
| |
| FP vec3 n = normalize( vnormal ); |
| |
| // 0 |
| if (lightCount < 1) |
| return; |
| FP vec3 s; |
| FP float att = 1.0; |
| if ( lights[0].type != TYPE_DIRECTIONAL ) { |
| s = lights[0].position - vpos; |
| if (lights[0].constantAttenuation != 0.0 |
| || lights[0].linearAttenuation != 0.0 |
| || lights[0].quadraticAttenuation != 0.0) { |
| FP float dist = length(s); |
| att = 1.0 / (lights[0].constantAttenuation + lights[0].linearAttenuation * dist + lights[0].quadraticAttenuation * dist * dist); |
| } |
| s = normalize( s ); |
| if ( lights[0].type == TYPE_SPOT ) { |
| if ( degrees(acos(dot(-s, normalize(lights[0].direction))) ) > lights[0].cutOffAngle) |
| att = 0.0; |
| } |
| } else { |
| s = normalize( -lights[0].direction ); |
| } |
| |
| FP float diffuse = max( dot( s, n ), 0.0 ); |
| |
| FP float specular = 0.0; |
| if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) { |
| FP vec3 r = reflect( -s, n ); |
| FP float normFactor = ( shininess + 2.0 ) / 2.0; |
| specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess ); |
| } |
| |
| diffuseColor += att * lights[0].intensity * diffuse * lights[0].color; |
| specularColor += att * specular; |
| |
| // 1 |
| if (lightCount < 2) |
| return; |
| att = 1.0; |
| if ( lights[1].type != TYPE_DIRECTIONAL ) { |
| s = lights[1].position - vpos; |
| if (lights[1].constantAttenuation != 0.0 |
| || lights[1].linearAttenuation != 0.0 |
| || lights[1].quadraticAttenuation != 0.0) { |
| FP float dist = length(s); |
| att = 1.0 / (lights[1].constantAttenuation + lights[1].linearAttenuation * dist + lights[1].quadraticAttenuation * dist * dist); |
| } |
| s = normalize( s ); |
| if ( lights[1].type == TYPE_SPOT ) { |
| if ( degrees(acos(dot(-s, normalize(lights[1].direction))) ) > lights[1].cutOffAngle) |
| att = 0.0; |
| } |
| } else { |
| s = normalize( -lights[1].direction ); |
| } |
| |
| diffuse = max( dot( s, n ), 0.0 ); |
| |
| specular = 0.0; |
| if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) { |
| FP vec3 r = reflect( -s, n ); |
| FP float normFactor = ( shininess + 2.0 ) / 2.0; |
| specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess ); |
| } |
| |
| diffuseColor += att * lights[1].intensity * diffuse * lights[1].color; |
| specularColor += att * specular; |
| } |
| |
| FP vec4 phongFunction(const in FP vec4 ambient, |
| const in FP vec4 diffuse, |
| const in FP vec4 specular, |
| const in FP float shininess, |
| const in FP vec3 worldPosition, |
| const in FP vec3 worldView, |
| const in FP vec3 worldNormal) |
| { |
| // Calculate the lighting model, keeping the specular component separate |
| FP vec3 diffuseColor, specularColor; |
| adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor); |
| |
| // Combine spec with ambient+diffuse for final fragment color |
| FP vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb |
| + specularColor * specular.rgb; |
| |
| return vec4(color, diffuse.a); |
| } |