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-
- vec3 computeLighting(vec3 normalVector, vec3 lightDirection, vec3 lightColor, float attenuation)
- {
- float diffuse = max(dot(normalVector, lightDirection), 0.0);
- vec3 diffuseColor = lightColor * _baseColor.rgb * diffuse * attenuation;
-
- #if defined(SPECULAR)
-
- // Phong shading
- //vec3 vertexToEye = normalize(v_cameraDirection);
- //vec3 specularAngle = normalize(normalVector * diffuse * 2.0 - lightDirection);
- //vec3 specularColor = vec3(pow(clamp(dot(specularAngle, vertexToEye), 0.0, 1.0), u_specularExponent));
-
- // Blinn-Phong shading
- vec3 vertexToEye = normalize(v_cameraDirection);
- vec3 halfVector = normalize(lightDirection + vertexToEye);
- float specularAngle = clamp(dot(normalVector, halfVector), 0.0, 1.0);
- vec3 specularColor = vec3(pow(specularAngle, u_specularExponent)) * attenuation;
-
-
- #if defined(SPECULARMAP)
- vec4 specularTexColor = texture2D(u_specularTexture, v_texCoord);
- specularColor.rgb *= specularTexColor.rgb;
- #endif
-
- return diffuseColor + specularColor;
-
- #else
-
- return diffuseColor;
-
- #endif
- }
-
- vec3 getLitPixel()
- {
- #if defined(BUMPED)
-
- vec3 normalVector = normalize(texture2D(u_normalmapTexture, v_texCoord).rgb * 2.0 - 1.0);
-
- #else
-
- vec3 normalVector = normalize(v_normalVector);
-
- #endif
-
- vec3 ambientColor = _baseColor.rgb * u_ambientColor;
- vec3 combinedColor = ambientColor;
-
- // Directional light contribution
- #if (DIRECTIONAL_LIGHT_COUNT > 0)
- for (int i = 0; i < DIRECTIONAL_LIGHT_COUNT; ++i)
- {
- #if defined(BUMPED)
- vec3 lightDirection = normalize(v_directionalLightDirection[i] * 2.0);
- #else
- vec3 lightDirection = normalize(u_directionalLightDirection[i] * 2.0);
- #endif
- combinedColor += computeLighting(normalVector, -lightDirection, u_directionalLightColor[i], 1.0);
- }
- #endif
-
- // Point light contribution
- #if (POINT_LIGHT_COUNT > 0)
- for (int i = 0; i < POINT_LIGHT_COUNT; ++i)
- {
- vec3 ldir = v_vertexToPointLightDirection[i] * u_pointLightRangeInverse[i];
- float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
- combinedColor += computeLighting(normalVector, normalize(v_vertexToPointLightDirection[i]), u_pointLightColor[i], attenuation);
- }
- #endif
-
- // Spot light contribution
- #if (SPOT_LIGHT_COUNT > 0)
- for (int i = 0; i < SPOT_LIGHT_COUNT; ++i)
- {
- // Compute range attenuation
- vec3 ldir = v_vertexToSpotLightDirection[i] * u_spotLightRangeInverse[i];
- float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
- vec3 vertexToSpotLightDirection = normalize(v_vertexToSpotLightDirection[i]);
-
- #if defined(BUMPED)
- vec3 spotLightDirection = normalize(v_spotLightDirection[i] * 2.0);
- #else
- vec3 spotLightDirection = normalize(u_spotLightDirection[i] * 2.0);
- #endif
-
- // "-lightDirection" is used because light direction points in opposite direction to spot direction.
- float spotCurrentAngleCos = dot(spotLightDirection, -vertexToSpotLightDirection);
-
- // Apply spot attenuation
- attenuation *= smoothstep(u_spotLightOuterAngleCos[i], u_spotLightInnerAngleCos[i], spotCurrentAngleCos);
- combinedColor += computeLighting(normalVector, vertexToSpotLightDirection, u_spotLightColor[i], attenuation);
- }
- #endif
-
- return combinedColor;
- }
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