vec3 lightContribution(int i, vec3 normal) { vec4 lightpos = lights[i]; vec4 lightcolor = lights[i+1]; vec4 lightspot1 = lights[i+2]; vec4 lightspot2 = lights[i+3]; float lightdistance = distance(lightpos.xyz, pixelpos.xyz); if (lightpos.w < lightdistance) return vec3(0.0); // Early out lights touching surface but not this fragment vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz); float dotprod = dot(normal, lightdir); if (dotprod < -0.0001) return vec3(0.0); // light hits from the backside. This can happen with full sector light lists and must be rejected for all cases. Note that this can cause precision issues. float attenuation = clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0); if (lightspot1.w == 1.0) attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y); if (lightcolor.a < 0.0) // Sign bit is the attenuated light flag { attenuation *= clamp(dotprod, 0.0, 1.0); } if (attenuation > 0.0) // Skip shadow map test if possible { attenuation *= shadowAttenuation(lightpos, lightcolor.a); return lightcolor.rgb * attenuation; } else { return vec3(0.0); } } vec3 ProcessMaterialLight(Material material, vec3 color) { vec4 dynlight = uDynLightColor; vec3 normal = material.Normal; if (uLightIndex >= 0) { ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1); if (lightRange.z > lightRange.x) { // modulated lights for(int i=lightRange.x; i= 0) { ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1); if (lightRange.w > lightRange.z) { vec4 addlight = vec4(0.0,0.0,0.0,0.0); // additive lights for(int i=lightRange.z; i