diff options
Diffstat (limited to 'src/renderergl2/glsl/lightall_vp.glsl')
-rw-r--r-- | src/renderergl2/glsl/lightall_vp.glsl | 44 |
1 files changed, 26 insertions, 18 deletions
diff --git a/src/renderergl2/glsl/lightall_vp.glsl b/src/renderergl2/glsl/lightall_vp.glsl index 4604b6ed..03775caf 100644 --- a/src/renderergl2/glsl/lightall_vp.glsl +++ b/src/renderergl2/glsl/lightall_vp.glsl @@ -61,6 +61,10 @@ uniform float u_LightRadius; #endif #endif +#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) +uniform vec4 u_PrimaryLightOrigin; +#endif + varying vec2 var_DiffuseTex; #if defined(USE_LIGHTMAP) @@ -91,7 +95,11 @@ varying vec3 var_VertLight; #endif #if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) -varying vec3 var_WorldLight; +varying vec3 var_LightDirection; +#endif + +#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) +varying vec3 var_PrimaryLightDirection; #endif #if defined(USE_TCGEN) @@ -124,7 +132,7 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb) float phase = offTurb.w; vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy; - vec3 offsetPos = position / 1024.0; + vec3 offsetPos = vec3(0); //position / 1024.0; offsetPos.x += offsetPos.z; vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI); @@ -155,7 +163,7 @@ void main() gl_Position = u_ModelViewProjectionMatrix * position; #if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) - vec3 worldLight = attr_LightDirection; + vec3 L = attr_LightDirection; #endif #if defined(USE_MODELMATRIX) @@ -167,7 +175,7 @@ void main() #endif #if defined(USE_LIGHTMAP) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) - worldLight = (u_ModelMatrix * vec4(worldLight, 0.0)).xyz; + L = (u_ModelMatrix * vec4(L, 0.0)).xyz; #endif #endif @@ -175,24 +183,20 @@ void main() var_Position = position.xyz; #endif -#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - vec3 SampleToView = u_ViewOrigin - position.xyz; -#endif - #if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) - var_SampleToView = SampleToView; + var_SampleToView = u_ViewOrigin - position.xyz; #endif #if defined(USE_TCGEN) - vec2 tex = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1); + vec2 texCoords = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1); #else - vec2 tex = attr_TexCoord0.st; + vec2 texCoords = attr_TexCoord0.st; #endif #if defined(USE_TCMOD) - var_DiffuseTex = ModTexCoords(tex, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb); + var_DiffuseTex = ModTexCoords(texCoords, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb); #else - var_DiffuseTex = tex; + var_DiffuseTex = texCoords; #endif #if defined(USE_LIGHTMAP) @@ -209,10 +213,10 @@ void main() #if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) #if defined(USE_LIGHT_VECTOR) - vec3 worldLight = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w); + vec3 L = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w); #endif #if !defined(USE_FAST_LIGHT) - var_WorldLight = worldLight; + var_LightDirection = L; #endif #endif @@ -226,12 +230,16 @@ void main() #if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT) #if defined(USE_INVSQRLIGHT) - float intensity = 1.0 / dot(worldLight, worldLight); + float intensity = 1.0 / dot(L, L); #else - float intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0); + float intensity = clamp((1.0 - dot(L, L) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0); #endif - float NL = clamp(dot(normal, normalize(worldLight)), 0.0, 1.0); + float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0); var_Color.rgb *= u_DirectedLight * intensity * NL + u_AmbientLight; #endif + +#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) + var_PrimaryLightDirection = u_PrimaryLightOrigin.xyz - (position.xyz * u_PrimaryLightOrigin.w); +#endif } |