Full v2.6 renderer.
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@@ -6,7 +6,7 @@
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*/
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float calcDirectionalLight(vec3 n, vec3 l);
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float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
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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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@@ -18,9 +18,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
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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 += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
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col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
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col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
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//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
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col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
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col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
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//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
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col.rgb = scaleDownLight(col.rgb);
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// Add windlight lights
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