// All lights, no specular highlights float calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); return a; } float calcPointLight(vec3 v, vec3 n, vec4 lp, float la) { //get light vector vec3 lv = lp.xyz-v; //get distance float d = length(lv); //normalize light vector lv *= 1.0/d; //distance attenuation float da = clamp(1.0/(la * d), 0.0, 1.0); //angular attenuation da *= calcDirectionalLight(n, lv); return da; } float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l) { return pow(max(dot(reflect(view, n),l), 0.0),8.0); } float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da) { specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da; return calcDirectionalLight(n,l); } vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol) { //get light vector vec3 lv = l-v; //get distance float d = length(lv); //normalize light vector lv *= 1.0/d; //distance attenuation float da = clamp(1.0/(r * d), 0.0, 1.0); //angular attenuation da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da); return da*lightCol; } vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { vec4 col; col.a = color.a; col.rgb = gl_LightModel.ambient.rgb + baseLight.rgb; col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); col.rgb = min(col.rgb*color.rgb, 1.0); gl_FrontColor = vec4(col.rgb, col.a); return col; } vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec3 baseLight) { return calcLighting(pos, norm, color, vec4(baseLight, 1.0)); } vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { return calcLighting(pos, norm, color, vec3(0.0,0.0,0.0)); } vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) { vec4 col; col.a = color.a; col.rgb = gl_LightModel.ambient.rgb; vec3 view = normalize(pos); vec4 specular = specularColor; specularColor.rgb = vec3(0.0, 0.0, 0.0); col.rgb += baseCol.a*gl_LightSource[0].diffuse.rgb*calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[0].position.xyz,gl_LightSource[0].diffuse.rgb*baseCol.a, 1.0); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz,gl_LightSource[1].diffuse.rgb, 1.0); col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation,gl_LightSource[2].diffuse.rgb); col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation,gl_LightSource[3].diffuse.rgb); col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation,gl_LightSource[4].diffuse.rgb); col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[5].position.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation,gl_LightSource[5].diffuse.rgb); //col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[6].position.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation,gl_LightSource[6].diffuse.rgb); //col.rgb += calcPointLightSpecular(specularColor, view, pos, norm, gl_LightSource[7].position.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation,gl_LightSource[7].diffuse.rgb); col.rgb += baseCol.rgb; col.rgb = min(col.rgb*color.rgb, 1.0); specularColor.rgb = min(specularColor.rgb*specular.rgb, 1.0); gl_FrontColor = vec4(col.rgb+specularColor.rgb,col.a); return col; } vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec3 baseCol) { return calcLightingSpecular(pos, norm, color, specularColor, vec4(baseCol, 1.0)); }