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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);
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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.
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float attenuation = clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0);
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#if (DEF_HAS_SPOTLIGHT == 1) // Only perform test below if there are ANY spot lights on this surface.
if (lightspot1.w == 1.0)
attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
#endif
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if (lightcolor.a < 0.0) // Sign bit is the attenuated light flag
{
attenuation *= clamp(dotprod, 0.0, 1.0);
}
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return lightcolor.rgb * attenuation;
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}
vec3 ProcessMaterialLight(Material material, vec3 color)
{
vec4 dynlight = uDynLightColor;
vec3 normal = material.Normal;
#if (DEF_DYNAMIC_LIGHTS_MOD == 1)
// modulated lights
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// Some very old GLES2 hardware does not allow non-constants in a for-loop expression because it can not unroll it.
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// However they do allow 'break', so use stupid hack
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#if (USE_GLSL_V100 == 1)
for(int i = 0; i < 8; i++) // Max 8 lights
{
if(i == ((uLightRange.y - uLightRange.x) / 4))
break;
dynlight.rgb += lightContribution(i * 4, normal);
}
#else
for(int i=uLightRange.x; i<uLightRange.y; i+=4)
{
dynlight.rgb += lightContribution(i, normal);
}
#endif
#endif
#if (DEF_DYNAMIC_LIGHTS_SUB == 1)
// subtractive lights
#if (USE_GLSL_V100 == 1)
for(int i = 0; i < 4; i++) // Max 4 lights
{
if(i == ((uLightRange.z - uLightRange.y) / 4))
break;
dynlight.rgb -= lightContribution(uLightRange.y + (i * 4), normal);
}
#else
for(int i=uLightRange.y; i<uLightRange.z; i+=4)
{
dynlight.rgb -= lightContribution(i, normal);
}
#endif
#endif
vec3 frag = material.Base.rgb * clamp(color + desaturate(dynlight).rgb, 0.0, 1.4);
#if (DEF_DYNAMIC_LIGHTS_ADD == 1)
vec4 addlight = vec4(0.0,0.0,0.0,0.0);
// additive lights
#if (USE_GLSL_V100 == 1)
for(int i = 0; i < 4; i++) // Max 4 lights
{
if(i == ((uLightRange.w - uLightRange.z) / 4))
break;
addlight.rgb += lightContribution(uLightRange.z + (i * 4), normal);
}
#else
for(int i=uLightRange.z; i<uLightRange.w; i+=4)
{
addlight.rgb += lightContribution(i, normal);
}
#endif
frag = clamp(frag + desaturate(addlight).rgb, 0.0, 1.0);
#endif
return frag;
}