// State uniform float u_fogStart; uniform float u_fogEnd; uniform float u_fogRange; uniform float u_fogDisable; //uniform vec4 u_fogColor; // Scene uniform mat4 u_proj; uniform mat4 u_view; #define MAX_LIGHTS 8 struct Light { float enabled; float radius; float minusCosAngle; float hardSpot; vec4 position; vec4 direction; vec4 color; }; // Object uniform mat4 u_world; uniform vec4 u_ambLight; uniform Light u_directLights[MAX_LIGHTS]; uniform Light u_pointLights[MAX_LIGHTS]; uniform Light u_spotLights[MAX_LIGHTS]; uniform vec4 u_matColor; uniform vec4 u_surfProps; // amb, spec, diff, extra #define surfAmbient (u_surfProps.x) #define surfSpecular (u_surfProps.y) #define surfDiffuse (u_surfProps.z) vec3 DoDirLight(Light L, vec3 N) { float l = max(0.0, dot(N, -L.direction.xyz)); return l*L.color.rgb; } vec3 DoPointLight(Light L, vec3 V, vec3 N) { // As on PS2 vec3 dir = V - L.position.xyz; float dist = length(dir); float atten = max(0.0, (1.0 - dist/L.radius)); float l = max(0.0, dot(N, -normalize(dir))); return l*L.color.rgb*atten; } vec3 DoSpotLight(Light L, vec3 V, vec3 N) { // As on PS2 vec3 dir = V - L.position.xyz; float dist = length(dir); float atten = max(0.0, (1.0 - dist/L.radius)); dir /= dist; float l = max(0.0, dot(N, -dir)); float pcos = dot(dir, L.direction.xyz); // cos to point float ccos = -L.minusCosAngle; float falloff = (pcos-ccos)/(1.0-ccos); if(falloff < 0.0) // outside of cone l = 0.0; l *= max(falloff, L.hardSpot); return l*L.color.xyz*atten; } float DoFog(float w) { return clamp((w - u_fogEnd)*u_fogRange, u_fogDisable, 1.0); } #define DIRECTIONALS //#define POINTLIGHTS //#define SPOTLIGHTS