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= 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