gzdoom/wadsrc/static/shaders/glsl/material_specular.fp

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vec2 lightAttenuation(int i, vec3 normal, vec3 viewdir, float lightcolorA)
{
vec4 lightpos = lights[i];
vec4 lightspot1 = lights[i+2];
vec4 lightspot2 = lights[i+3];
float lightdistance = distance(lightpos.xyz, pixelpos.xyz);
if (lightpos.w < lightdistance)
return vec2(0.0); // Early out lights touching surface but not this fragment
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);
vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz);
if (lightcolorA < 0.0) // Sign bit is the attenuated light flag
attenuation *= clamp(dot(normal, lightdir), 0.0, 1.0);
if (attenuation > 0.0) // Skip shadow map test if possible
attenuation *= shadowAttenuation(lightpos, lightcolorA);
if (attenuation <= 0.0)
return vec2(0.0);
float glossiness = uSpecularMaterial.x;
float specularLevel = uSpecularMaterial.y;
vec3 halfdir = normalize(viewdir + lightdir);
float specAngle = clamp(dot(halfdir, normal), 0.0f, 1.0f);
float phExp = glossiness * 4.0f;
return vec2(attenuation, attenuation * specularLevel * pow(specAngle, phExp));
}
vec3 ProcessMaterialLight(Material material, vec3 color)
{
vec4 dynlight = uDynLightColor;
vec4 specular = vec4(0.0, 0.0, 0.0, 1.0);
vec3 normal = material.Normal;
vec3 viewdir = normalize(uCameraPos.xyz - pixelpos.xyz);
if (uLightIndex >= 0)
{
ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
if (lightRange.z > lightRange.x)
{
// modulated lights
for(int i=lightRange.x; i<lightRange.y; i+=4)
{
vec4 lightcolor = lights[i+1];
vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
dynlight.rgb += lightcolor.rgb * attenuation.x;
specular.rgb += lightcolor.rgb * attenuation.y;
}
// subtractive lights
for(int i=lightRange.y; i<lightRange.z; i+=4)
{
vec4 lightcolor = lights[i+1];
vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
dynlight.rgb -= lightcolor.rgb * attenuation.x;
specular.rgb -= lightcolor.rgb * attenuation.y;
}
}
}
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if ( uLightBlendMode == 1 )
{ // COLOR_CORRECT_CLAMPING
dynlight.rgb = color + desaturate(dynlight).rgb;
specular.rgb = desaturate(specular).rgb;
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dynlight.rgb = ((dynlight.rgb / max(max(max(dynlight.r, dynlight.g), dynlight.b), 1.4) * 1.4));
specular.rgb = ((specular.rgb / max(max(max(specular.r, specular.g), specular.b), 1.4) * 1.4));
}
else if ( uLightBlendMode == 2 )
{ // UNCLAMPED
dynlight.rgb = color + desaturate(dynlight).rgb;
specular.rgb = desaturate(specular).rgb;
}
else
{
dynlight.rgb = clamp(color + desaturate(dynlight).rgb, 0.0, 1.4);
specular.rgb = clamp(desaturate(specular).rgb, 0.0, 1.4);
}
vec3 frag = material.Base.rgb * dynlight.rgb + material.Specular * specular.rgb;
if (uLightIndex >= 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<lightRange.w; i+=4)
{
vec4 lightcolor = lights[i+1];
vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
addlight.rgb += lightcolor.rgb * attenuation.x;
}
frag = clamp(frag + desaturate(addlight).rgb, 0.0, 1.0);
}
}
return frag;
}