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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 ); |
| |
| FP vec3 s; |
| Light light; |
| for (int i = 0; i < lightCount; ++i) { |
| if (i == 0) |
| light = lights[0]; |
| else if (i == 1) |
| light = lights[1]; |
| else if (i == 2) |
| light = lights[2]; |
| else if (i == 3) |
| light = lights[3]; |
| else if (i == 4) |
| light = lights[4]; |
| else if (i == 5) |
| light = lights[5]; |
| else if (i == 6) |
| light = lights[6]; |
| else if (i == 7) |
| light = lights[7]; |
| |
| FP float att = 1.0; |
| if ( light.type != TYPE_DIRECTIONAL ) { |
| s = light.position - vpos; |
| if (light.constantAttenuation != 0.0 |
| || light.linearAttenuation != 0.0 |
| || light.quadraticAttenuation != 0.0) { |
| FP float dist = length(s); |
| att = 1.0 / (light.constantAttenuation + light.linearAttenuation * dist + light.quadraticAttenuation * dist * dist); |
| } |
| s = normalize( s ); |
| if ( light.type == TYPE_SPOT ) { |
| if ( degrees(acos(dot(-s, normalize(light.direction))) ) > light.cutOffAngle) |
| att = 0.0; |
| } |
| } else { |
| s = normalize( -light.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 * light.intensity * diffuse * light.color; |
| specularColor += att * light.intensity * specular * light.color; |
| } |
| } |
| |
| 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); |
| } |