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in vec3 position;
in vec2 texcoord;
in vec4 color;
in vec3 normal;
uniform highp mat4 modelMatrix;
uniform highp mat4 viewMatrix;
uniform highp mat4 projMatrix;
uniform highp mat4 extraMatrix;
uniform highp mat4 normalMatrix;
uniform highp vec3 cameraPos;
uniform UBOOL textured;
uniform UBOOL useVertexAlpha;
uniform vec4 uniformColor;
uniform UBOOL hasAmbient;
const int maxLights = 8;
uniform vec4 lightsPosition[maxLights];
uniform vec4 lightsDirection[maxLights];
uniform vec4 lightsColor[maxLights];
uniform vec4 lightsParams[maxLights];
struct shadow_info {
UBOOL _active;
vec3 _color;
vec3 _light;
vec3 _point;
vec3 _normal;
};
uniform shadow_info shadow;
out vec2 Texcoord;
out vec4 Color;
void main() {
vec4 pos = vec4(position, 1.0);
pos = modelMatrix * pos;
// See http://en.wikipedia.org/wiki/Line-plane_intersection
if (UBOOL_TEST(shadow._active)) {
pos /= pos.w;
vec3 l = pos.xyz - shadow._light;
float d = dot(shadow._point - shadow._light, shadow._normal) / dot(l, shadow._normal);
vec3 p = shadow._light + d * l;
pos = vec4(p, 1.0);
}
pos -= vec4(cameraPos * pos.w, 0.0);
pos = viewMatrix * pos;
pos /= pos.w;
pos.z *= -1.0;
vec4 projectedPos = projMatrix * pos;
gl_Position = projectedPos;
if (UBOOL_TEST(shadow._active)) {
Color = vec4(shadow._color, 1.0);
} else {
Color = color;
}
if (!UBOOL_TEST(useVertexAlpha))
Color.a = 1.0;
Color *= uniformColor;
if (UBOOL_TEST(textured)) {
Texcoord = texcoord;
} else {
Texcoord = vec2(0.0, 0.0);
}
vec3 light = vec3(0.0, 0.0, 0.0);
vec3 normalEye = normalize((normalMatrix * vec4(normal, 1.0)).xyz);
for (int i = 0; i < maxLights; ++i) {
float intensity = lightsColor[i].w;
float light_type = lightsPosition[i].w;
if (light_type >= 0.0) { // Not ambient
vec3 vertexToLight;
if (light_type > 0.0) { // positional light
float falloffNear = lightsParams[i].x;
float falloffFar = max(falloffNear, lightsParams[i].y);
vertexToLight = lightsPosition[i].xyz - pos.xyz;
float dist = length(vertexToLight);
if (falloffFar == falloffNear) {
intensity = 0.0;
} else {
intensity *= clamp(1.0 - (dist - falloffNear) / (falloffFar - falloffNear), 0.0, 1.0);
}
if (lightsDirection[i].w > -1.0) { // Spotlight
// See DirectX spotlight documentation
float cosAngle = -dot(normalize(vertexToLight), normalize(lightsDirection[i].xyz)); // rho
float cosPenumbra = clamp(lightsParams[i].w, 0.0, 1.0); // cos(theta / 2)
float cosUmbra = clamp(lightsParams[i].z, 0.0, cosPenumbra); // cos(phi / 2)
if (cosAngle <= cosPenumbra) {
if (cosAngle < cosUmbra || cosPenumbra == cosUmbra) {
intensity = 0.0;
} else {
intensity *= (cosAngle - cosUmbra) / (cosPenumbra - cosUmbra);
}
}
}
} else { // directional light
vertexToLight = -lightsPosition[i].xyz;
}
intensity *= max(0.0, dot(normalEye, normalize(vertexToLight)));
}
light += lightsColor[i].xyz * intensity;
}
if (!UBOOL_TEST(hasAmbient))
light += vec3(0.5, 0.5, 0.5);
light /= max(1.0, max(max(light.x, light.y), light.z));
Color *= vec4(light, 1.0);
}
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