Track glEnable states via static refs instead of map lookups.
Sync light state, bound shader, and various gl context states similarly to render matrices. Texture handles now refcounted, as multiple viewer textures could ref the same handle (cubemaps do this) Clean up gl extension loading a bit. Not necessary, but only look for ARB variants if not included in current core version. Removed unused extensions. Use core shader api if supported, else use ARB. (FN signatures are identical. Just doing some pointer substitution to ARB if not core.) Attempt at improving VBO update batching. Subdata updates better batched to gether per-frame. There's probably other stuff I forgot that is in this changeset, too. Todo: Fix lightstate assertion when toggling fullscreen with shaders off.
This commit is contained in:
@@ -43,16 +43,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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//normalize light vector
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lv *= 1.0/d;
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//lv = normalize(lv);
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//distance attenuation
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float da = clamp(1.0/(la * d), 0.0, 1.0);
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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float spot = max(dot(normalize(-ln), lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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da = max(lp.w * da * calcDirectionalLight(n, lv), (1.0 - lp.w) * calcDirectionalLight(n, lp.xyz));
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return da;
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}
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@@ -22,35 +22,40 @@
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
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vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
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vec3 atmosAmbient(vec3 light);
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vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 atmosGetDiffuseSunlightColor();
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vec3 scaleDownLight(vec3 light);
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uniform vec4 light_position[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
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{
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vec4 col = vec4(0,0,0, color.a);
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vec4 col = vec4(0.0, 0.0, 0.0, color.a);
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vec3 view = normalize(pos);
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/// collect all the specular values from each calcXXXLightSpecular() function
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vec4 specularSum = vec4(0.0);
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col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[1].xyz, light_attenuation[1].x, light_attenuation[1].y, light_diffuse[1].rgb);
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col.rgb = scaleDownLight(col.rgb);
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// Add windlight lights
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col.rgb += atmosAmbient(baseCol.rgb);
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col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
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col.rgb = min(col.rgb * color.rgb, 1.0);
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specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
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col.rgb += specularColor.rgb;
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return col;
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@@ -23,28 +23,36 @@
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* $/LicenseInfo$
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*/
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uniform vec4 light_position[8];
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uniform vec3 light_diffuse[8];
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float calcDirectionalLight(vec3 n, vec3 l);
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
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vec3 atmosAmbient(vec3 light);
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vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
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{
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vec4 col;
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col.a = color.a;
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col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
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vec4 col = vec4(0.0, 0.0, 0.0, color.a);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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// Collect normal lights
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col.rgb += light_diffuse[1].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[1], light_direction[1], light_attenuation[1].x, light_attenuation[1].z);
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col.rgb = scaleDownLight(col.rgb);
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// Add windlight lights
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col.rgb += atmosAmbient(baseLight.rgb);
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col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
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col.rgb = min(col.rgb*color.rgb, 1.0);
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return col;
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return col;
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}
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@@ -90,7 +90,7 @@ void main()
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vec4 col = vec4(0,0,0,1);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
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col.rgb += light_diffuse[1].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[1], light_direction[1], light_attenuation[1].x, light_attenuation[1].z);
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col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
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col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
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@@ -24,7 +24,6 @@
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*/
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float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
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vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
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@@ -47,9 +46,9 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
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vec4 specularSum = vec4(0.0);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
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col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[1].xyz, light_attenuation[1].x, light_attenuation[1].y, light_diffuse[1].rgb);
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col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb);
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col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb);
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col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb);
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col.rgb = scaleDownLight(col.rgb);
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// Add windlight lights
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@@ -58,6 +57,7 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
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col.rgb = min(col.rgb*color.rgb, 1.0);
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specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
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col.rgb += specularColor.rgb;
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return col;
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@@ -23,6 +23,7 @@
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* $/LicenseInfo$
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*/
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float calcDirectionalLight(vec3 n, vec3 l);
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
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@@ -30,29 +31,30 @@ vec3 atmosAmbient(vec3 light);
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vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
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{
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vec4 col = vec4(0.0, 0.0, 0.0, color.a);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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// Collect normal lights
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col.rgb += light_diffuse[1].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[1], light_direction[1], light_attenuation[1].x, light_attenuation[1].z);
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col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
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col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
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col.rgb = scaleDownLight(col.rgb);
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// Add windlight lights
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col.rgb += atmosAmbient(baseLight.rgb);
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col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
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col.rgb = min(col.rgb*color.rgb, 1.0);
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return col;
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return col;
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}
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@@ -1,5 +1,5 @@
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/**
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* @file sumLightsV.glsl
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* @file sumLightsSpecularV.glsl
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*
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* $LicenseInfo:firstyear=2005&license=viewerlgpl$
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* Second Life Viewer Source Code
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@@ -23,6 +23,7 @@
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* $/LicenseInfo$
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*/
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float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
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vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
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@@ -45,7 +46,7 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
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vec4 specularSum = vec4(0.0);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
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col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[1].xyz, light_attenuation[1].x, light_attenuation[1].y, light_diffuse[1].rgb);
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col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb);
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col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb);
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col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[4].xyz, light_attenuation[4].x, light_attenuation[4].y, light_diffuse[4].rgb);
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@@ -62,5 +63,6 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
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specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
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col.rgb += specularColor.rgb;
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return col;
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}
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@@ -30,35 +30,35 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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vec3 atmosAmbient(vec3 light);
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vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec3 scaleUpLight(vec3 light);
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
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{
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vec4 col = vec4(0.0, 0.0, 0.0, color.a);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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// Collect normal lights
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col.rgb += light_diffuse[1].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[1], light_direction[1], light_attenuation[1].x, light_attenuation[1].z);
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col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
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col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
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col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z);
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col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].z);
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col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z);
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col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z);
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col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
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col.rgb = scaleDownLight(col.rgb);
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// Add windlight lights
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col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
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col.rgb += atmosAmbient(baseLight.rgb);
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col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
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col.rgb = min(col.rgb*color.rgb, 1.0);
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return col;
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return col;
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}
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Reference in New Issue
Block a user