mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-29 09:27:31 +01:00
152 lines
4.0 KiB
V Shell
152 lines
4.0 KiB
V Shell
|
#define MAX_LIGHTS 8
|
||
|
|
||
|
/* Attributes */
|
||
|
|
||
|
attribute vec3 inVertexPosition;
|
||
|
attribute vec3 inVertexNormal;
|
||
|
attribute vec4 inVertexColor;
|
||
|
attribute vec2 inTexCoord0;
|
||
|
|
||
|
/* Uniforms */
|
||
|
|
||
|
uniform mat4 uWVPMatrix;
|
||
|
uniform mat4 uWVMatrix;
|
||
|
uniform mat4 uNMatrix;
|
||
|
uniform mat4 uTMatrix0;
|
||
|
|
||
|
uniform vec4 uGlobalAmbient;
|
||
|
uniform vec4 uMaterialAmbient;
|
||
|
uniform vec4 uMaterialDiffuse;
|
||
|
uniform vec4 uMaterialEmissive;
|
||
|
uniform vec4 uMaterialSpecular;
|
||
|
uniform float uMaterialShininess;
|
||
|
|
||
|
uniform int uLightCount;
|
||
|
uniform int uLightType[MAX_LIGHTS];
|
||
|
uniform vec3 uLightPosition[MAX_LIGHTS];
|
||
|
uniform vec3 uLightDirection[MAX_LIGHTS];
|
||
|
uniform vec3 uLightAttenuation[MAX_LIGHTS];
|
||
|
uniform vec4 uLightAmbient[MAX_LIGHTS];
|
||
|
uniform vec4 uLightDiffuse[MAX_LIGHTS];
|
||
|
uniform vec4 uLightSpecular[MAX_LIGHTS];
|
||
|
|
||
|
uniform float uThickness;
|
||
|
|
||
|
/* Varyings */
|
||
|
|
||
|
varying vec2 vTextureCoord0;
|
||
|
varying vec4 vVertexColor;
|
||
|
varying vec4 vSpecularColor;
|
||
|
varying float vFogCoord;
|
||
|
|
||
|
void dirLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||
|
{
|
||
|
vec3 L = normalize(-(uNMatrix * vec4(uLightDirection[index], 0.0)).xyz);
|
||
|
|
||
|
ambient += uLightAmbient[index];
|
||
|
|
||
|
float NdotL = dot(normal, L);
|
||
|
|
||
|
if (NdotL > 0.0)
|
||
|
{
|
||
|
diffuse += uLightDiffuse[index] * NdotL;
|
||
|
|
||
|
vec3 E = normalize(-position);
|
||
|
vec3 HalfVector = normalize(L + E);
|
||
|
float NdotH = max(0.0, dot(normal, HalfVector));
|
||
|
|
||
|
float SpecularFactor = pow(NdotH, uMaterialShininess);
|
||
|
specular += uLightSpecular[index] * SpecularFactor;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void pointLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||
|
{
|
||
|
vec3 L = uLightPosition[index] - position;
|
||
|
float D = length(L);
|
||
|
L = normalize(L);
|
||
|
|
||
|
float Attenuation = 1.0 / (uLightAttenuation[index].x + uLightAttenuation[index].y * D +
|
||
|
uLightAttenuation[index].z * D * D);
|
||
|
|
||
|
ambient += uLightAmbient[index] * Attenuation;
|
||
|
|
||
|
float NdotL = dot(normal, L);
|
||
|
|
||
|
if (NdotL > 0.0)
|
||
|
{
|
||
|
diffuse += uLightDiffuse[index] * NdotL * Attenuation;
|
||
|
|
||
|
vec3 E = normalize(-position);
|
||
|
vec3 HalfVector = normalize(L + E);
|
||
|
float NdotH = max(0.0, dot(normal, HalfVector));
|
||
|
|
||
|
float SpecularFactor = pow(NdotH, uMaterialShininess);
|
||
|
specular += uLightSpecular[index] * SpecularFactor * Attenuation;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void spotLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||
|
{
|
||
|
// TO-DO
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
|
||
|
gl_PointSize = uThickness;
|
||
|
|
||
|
vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
|
||
|
vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
|
||
|
|
||
|
vVertexColor = inVertexColor.bgra;
|
||
|
vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
|
||
|
vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
|
||
|
|
||
|
if (uLightCount > 0)
|
||
|
{
|
||
|
vec3 Normal = normalize((uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
|
||
|
|
||
|
vec4 Ambient = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
vec4 Diffuse = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
|
||
|
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||
|
{
|
||
|
if( i >= uLightCount ) // can't use uniform as loop-counter directly in glsl
|
||
|
break;
|
||
|
if (uLightType[i] == 0)
|
||
|
pointLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||
|
{
|
||
|
if( i >= uLightCount )
|
||
|
break;
|
||
|
if (uLightType[i] == 1)
|
||
|
spotLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||
|
{
|
||
|
if( i >= uLightCount )
|
||
|
break;
|
||
|
if (uLightType[i] == 2)
|
||
|
dirLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||
|
}
|
||
|
|
||
|
vec4 LightColor = Ambient * uMaterialAmbient + Diffuse * uMaterialDiffuse;
|
||
|
LightColor = clamp(LightColor, 0.0, 1.0);
|
||
|
LightColor.w = 1.0;
|
||
|
|
||
|
vVertexColor *= LightColor;
|
||
|
vVertexColor += uMaterialEmissive;
|
||
|
vVertexColor += uGlobalAmbient * uMaterialAmbient;
|
||
|
vVertexColor = clamp(vVertexColor, 0.0, 1.0);
|
||
|
|
||
|
vSpecularColor *= uMaterialSpecular;
|
||
|
}
|
||
|
|
||
|
vFogCoord = length(Position);
|
||
|
}
|