2012-05-11 06:26:34 +00:00
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struct light {
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vec4 position; // xyz = pos, w = strength
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vec4 color; // rgb. a = ?
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};
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2012-05-11 03:49:14 +00:00
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uniform sampler2D texture;
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uniform sampler2D normalmap;
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2012-05-11 06:26:34 +00:00
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uniform light lights[8];
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2012-05-11 03:49:14 +00:00
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uniform vec4 fog;
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2012-05-11 12:56:34 +00:00
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varying vec3 position;
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2012-05-11 03:49:14 +00:00
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varying vec3 bitangent;
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varying vec3 tangent;
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varying vec3 normal;
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varying vec2 st;
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varying vec4 color;
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float
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sqr (float x)
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{
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return x * x;
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}
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vec4
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fogBlend (vec4 color)
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{
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float f;
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vec4 fog_color = vec4 (fog.rgb, 1.0);
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f = exp (-sqr (fog.a / gl_FragCoord.w));
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return mix (fog_color, color, f);
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}
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vec3
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calc_light (vec3 n, int ind)
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{
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vec3 d;
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2012-05-11 06:26:34 +00:00
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light l = lights[ind];
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2012-05-14 11:29:36 +00:00
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float mag;
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2012-05-11 03:49:14 +00:00
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2012-05-14 11:29:36 +00:00
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d = position - l.position.xyz;
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mag = dot (d, n);
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mag = max (0.0, mag);
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return l.color.rgb * (l.position.w * mag / dot (d, d));
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2012-05-11 03:49:14 +00:00
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}
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void
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main (void)
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{
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mat3 tbn = mat3 (tangent, bitangent, normal);
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2012-05-11 06:26:34 +00:00
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vec3 norm, l;
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2012-05-11 03:49:14 +00:00
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vec4 col;
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norm = texture2D (normalmap, st).xyz;
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norm = tbn * norm;
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2012-05-11 12:56:34 +00:00
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l = calc_light (norm, 0);
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2012-05-11 06:26:34 +00:00
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l += calc_light (norm, 1);
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l += calc_light (norm, 2);
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l += calc_light (norm, 3);
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l += calc_light (norm, 4);
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l += calc_light (norm, 5);
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l += calc_light (norm, 6);
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l += calc_light (norm, 7);
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col = texture2D (texture, st) * color * vec4 (l, 1.0);
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2012-05-11 03:49:14 +00:00
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gl_FragColor = fogBlend (col);
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}
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