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 (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 return lightcolor.rgb * attenuation; /* 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 (DEF_DYNAMIC_LIGHTS_MOD == 1) // modulated lights // Some very old GLES2 hardward does not allow non-constants in a for-loop expression because it can not unroll it. // However they do allow 'break', so use stupid hack #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