mirror of https://github.com/axmolengine/axmol.git
replaced Light Shader by optimized Light Shader
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26dc7de802
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365c57bc2b
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@ -449,14 +449,17 @@ bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source
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"uniform vec3 CC_DirLightSourceDirection[CC_MAX_DIRECTIONAL_LIGHT_NUM]; \n"
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"#endif \n"
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"#if CC_MAX_POINT_LIGHT_NUM \n"
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"uniform vec4 CC_PointLightSourceColor[CC_MAX_POINT_LIGHT_NUM]; \n"
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"uniform vec3 CC_PointLightSourceColor[CC_MAX_POINT_LIGHT_NUM]; \n"
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"uniform vec3 CC_PointLightSourcePosition[CC_MAX_POINT_LIGHT_NUM]; \n"
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"uniform float CC_PointLightSourceRangeInverse[CC_MAX_POINT_LIGHT_NUM]; \n"
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"#endif \n"
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"#if CC_MAX_SPOT_LIGHT_NUM \n"
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"uniform vec3 CC_SpotLightSourceColor[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform vec3 CC_SpotLightSourcePosition[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform vec3 CC_SpotLightSourceDirection[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform vec3 CC_SpotLightSourceParams[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform float CC_SpotLightSourceInnerAngleCos[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform float CC_SpotLightSourceOuterAngleCos[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"uniform float CC_SpotLightSourceRangeInverse[CC_MAX_SPOT_LIGHT_NUM]; \n"
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"#endif \n"
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"uniform vec4 CC_AmbientColor; \n"
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};
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@ -556,9 +559,9 @@ void GLProgram::updateUniforms()
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// _builtInUniforms[UNIFORM_ENABLED_SPOT_LIGHT_NUM] != -1
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// );
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_flags.usesLights = CC_MAX_DIRECTIONAL_LIGHT_NUM ||
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CC_MAX_POINT_LIGHT_NUM ||
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CC_MAX_SPOT_LIGHT_NUM;
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_flags.usesLights = (0 < CC_MAX_DIRECTIONAL_LIGHT_NUM) ||
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(0 < CC_MAX_POINT_LIGHT_NUM) ||
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(0 < CC_MAX_SPOT_LIGHT_NUM);
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_flags.usesP = _builtInUniforms[UNIFORM_P_MATRIX] != -1;
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_flags.usesMV = _builtInUniforms[UNIFORM_MV_MATRIX] != -1;
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_flags.usesMVP = _builtInUniforms[UNIFORM_MVP_MATRIX] != -1;
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@ -1005,9 +1008,11 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
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CCASSERT(enabledPointLightNum < CC_MAX_POINT_LIGHT_NUM, "");
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Mat4 mat= light->getNodeToWorldTransform();
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sprintf(str, "CC_PointLightSourceColor[%d]", enabledPointLightNum);
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setUniformLocationWith4f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f, 1.0f / light->getRange());
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setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_PointLightSourcePosition[%d]", enabledPointLightNum);
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setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
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sprintf(str, "CC_PointLightSourceRangeInverse[%d]", enabledPointLightNum);
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setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / light->getRange());
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++enabledPointLightNum;
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}
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else
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@ -1022,8 +1027,12 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
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setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
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sprintf(str, "CC_SpotLightSourceDirection[%d]", enabledSpotLightNum);
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setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
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sprintf(str, "CC_SpotLightSourceParams[%d]", enabledSpotLightNum);
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setUniformLocationWith3f(glGetUniformLocation(_program, str), cosf(light->getInnerAngle()), cosf(light->getOuterAngle()), 1.0f / light->getRange());
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sprintf(str, "CC_SpotLightSourceInnerAngleCos[%d]", enabledSpotLightNum);
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setUniformLocationWith1f(glGetUniformLocation(_program, str), cosf(light->getInnerAngle()));
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sprintf(str, "CC_SpotLightSourceOuterAngleCos[%d]", enabledSpotLightNum);
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setUniformLocationWith1f(glGetUniformLocation(_program, str), cosf(light->getOuterAngle()));
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sprintf(str, "CC_SpotLightSourceRangeInverse[%d]", enabledSpotLightNum);
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setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / light->getRange());
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++enabledSpotLightNum;
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}
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}
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@ -27,53 +27,63 @@ varying vec3 v_normal;
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uniform vec4 u_color;
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vec3 computeLighting(vec3 normalVector, vec3 lightDirection, vec3 lightColor, float attenuation)
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{
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float diffuse = max(dot(normalVector, lightDirection), 0.0);
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vec3 diffuseColor = lightColor * diffuse * attenuation;
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return diffuseColor;
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}
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void main(void)
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{
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vec4 intensity = vec4(0.0, 0.0, 0.0, 1.0);
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
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vec3 normal = normalize(v_normal);
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\n#endif\n
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vec4 combinedColor = CC_AmbientColor;
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// Directional light contribution
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
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for (int n = 0; n < CC_MAX_DIRECTIONAL_LIGHT_NUM; ++n)
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for (int i = 0; i < CC_MAX_DIRECTIONAL_LIGHT_NUM; ++i)
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{
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intensity.xyz += CC_DirLightSourceColor[n] * max(0.0, dot(-CC_DirLightSourceDirection[n], normal));
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vec3 lightDirection = normalize(CC_DirLightSourceDirection[i] * 2.0);
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combinedColor.xyz += computeLighting(normal, -lightDirection, CC_DirLightSourceColor[i], 1.0);
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}
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\n#endif\n
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// Point light contribution
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\n#if (CC_MAX_POINT_LIGHT_NUM > 0)\n
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for (int n = 0; n < CC_MAX_POINT_LIGHT_NUM; ++n)
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for (int i = 0; i < CC_MAX_POINT_LIGHT_NUM; ++i)
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{
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vec3 dir = v_vertexToPointLightDirection[n];
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vec3 ldir = dir * CC_PointLightSourceColor[n].w;
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vec3 ldir = v_vertexToPointLightDirection[i] * CC_PointLightSourceRangeInverse[i];
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float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
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intensity.xyz += CC_PointLightSourceColor[n] * max(0.0, dot(normalize(dir), normal)) * attenuation;
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combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), CC_PointLightSourceColor[i], attenuation);
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}
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\n#endif\n
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// Spot light contribution
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\n#if (CC_MAX_SPOT_LIGHT_NUM > 0)\n
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for (int n = 0; n < CC_MAX_SPOT_LIGHT_NUM; ++n)
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for (int i = 0; i < CC_MAX_SPOT_LIGHT_NUM; ++i)
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{
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vec3 dir = v_vertexToSpotLightDirection[n];
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vec3 ldir = dir * CC_SpotLightSourceParams[n].z;
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// Compute range attenuation
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vec3 ldir = v_vertexToSpotLightDirection[i] * CC_SpotLightSourceRangeInverse[i];
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float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
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dir = normalize(dir);
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float spotDot = dot(normalize(dir), -CC_SpotLightSourceDirection[n]);
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float innerCos = CC_SpotLightSourceParams[n].x;
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float outerCos = CC_SpotLightSourceParams[n].y;
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float factor = smoothstep(outerCos, innerCos, spotDot);
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intensity.xyz += CC_SpotLightSourceColor[n] * max(0.0, dot(normalize(dir), normal)) * factor * attenuation;
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}
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vec3 vertexToSpotLightDirection = normalize(v_vertexToSpotLightDirection[i]);
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vec3 spotLightDirection = normalize(CC_SpotLightSourceDirection[i] * 2.0);
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// "-lightDirection" is used because light direction points in opposite direction to spot direction.
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float spotCurrentAngleCos = dot(spotLightDirection, -vertexToSpotLightDirection);
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// Apply spot attenuation
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attenuation *= smoothstep(CC_SpotLightSourceOuterAngleCos[i], CC_SpotLightSourceInnerAngleCos[i], spotCurrentAngleCos);
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combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, CC_SpotLightSourceColor[i], attenuation);
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}
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\n#endif\n
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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gl_FragColor = u_color * (CC_AmbientColor + intensity);
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\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
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gl_FragColor = u_color * combinedColor;
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\n#else\n
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gl_FragColor = u_color;
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\n#endif\n
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@ -27,55 +27,66 @@ varying vec3 v_normal;
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uniform vec4 u_color;
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vec3 computeLighting(vec3 normalVector, vec3 lightDirection, vec3 lightColor, float attenuation)
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{
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float diffuse = max(dot(normalVector, lightDirection), 0.0);
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vec3 diffuseColor = lightColor * diffuse * attenuation;
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return diffuseColor;
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}
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void main(void)
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{
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vec4 intensity = vec4(0.0, 0.0, 0.0, 1.0);
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
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vec3 normal = normalize(v_normal);
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\n#endif\n
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vec4 combinedColor = CC_AmbientColor;
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// Directional light contribution
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
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for (int n = 0; n < CC_MAX_DIRECTIONAL_LIGHT_NUM; ++n)
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for (int i = 0; i < CC_MAX_DIRECTIONAL_LIGHT_NUM; ++i)
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{
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intensity.xyz += CC_DirLightSourceColor[n] * max(0.0, dot(-CC_DirLightSourceDirection[n], normal));
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vec3 lightDirection = normalize(CC_DirLightSourceDirection[i] * 2.0);
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combinedColor.xyz += computeLighting(normal, -lightDirection, CC_DirLightSourceColor[i], 1.0);
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}
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\n#endif\n
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// Point light contribution
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\n#if (CC_MAX_POINT_LIGHT_NUM > 0)\n
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for (int n = 0; n < CC_MAX_POINT_LIGHT_NUM; ++n)
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for (int i = 0; i < CC_MAX_POINT_LIGHT_NUM; ++i)
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{
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vec3 dir = v_vertexToPointLightDirection[n];
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vec3 ldir = dir * CC_PointLightSourceColor[n].w;
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vec3 ldir = v_vertexToPointLightDirection[i] * CC_PointLightSourceRangeInverse[i];
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float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
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intensity.xyz += CC_PointLightSourceColor[n] * max(0.0, dot(normalize(dir), normal)) * attenuation;
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combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), CC_PointLightSourceColor[i], attenuation);
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}
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\n#endif\n
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// Spot light contribution
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\n#if (CC_MAX_SPOT_LIGHT_NUM > 0)\n
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for (int n = 0; n < CC_MAX_SPOT_LIGHT_NUM; ++n)
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for (int i = 0; i < CC_MAX_SPOT_LIGHT_NUM; ++i)
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{
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vec3 dir = v_vertexToSpotLightDirection[n];
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vec3 ldir = dir * CC_SpotLightSourceParams[n].z;
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// Compute range attenuation
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vec3 ldir = v_vertexToSpotLightDirection[i] * CC_SpotLightSourceRangeInverse[i];
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float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
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dir = normalize(dir);
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float spotDot = dot(normalize(dir), -CC_SpotLightSourceDirection[n]);
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float innerCos = CC_SpotLightSourceParams[n].x;
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float outerCos = CC_SpotLightSourceParams[n].y;
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float factor = smoothstep(outerCos, innerCos, spotDot);
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intensity.xyz += CC_SpotLightSourceColor[n] * max(0.0, dot(normalize(dir), normal)) * factor * attenuation;
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}
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vec3 vertexToSpotLightDirection = normalize(v_vertexToSpotLightDirection[i]);
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vec3 spotLightDirection = normalize(CC_SpotLightSourceDirection[i] * 2.0);
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// "-lightDirection" is used because light direction points in opposite direction to spot direction.
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float spotCurrentAngleCos = dot(spotLightDirection, -vertexToSpotLightDirection);
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// Apply spot attenuation
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attenuation *= smoothstep(CC_SpotLightSourceOuterAngleCos[i], CC_SpotLightSourceInnerAngleCos[i], spotCurrentAngleCos);
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combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, CC_SpotLightSourceColor[i], attenuation);
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}
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\n#endif\n
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color * (CC_AmbientColor + intensity);
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\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
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gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color * combinedColor;
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\n#else\n
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gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color;
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gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color;
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\n#endif\n
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}
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@ -31,7 +31,7 @@ void main(void)
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}
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\n#endif\n
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
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v_normal = CC_NormalMatrix * a_normal;
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\n#endif\n
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@ -112,7 +112,7 @@ void getPositionAndNormal(out vec4 position, out vec3 normal)
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position.z = dot(p, matrixPalette3);
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position.w = p.w;
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
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vec4 n = vec4(a_normal, 0.0);
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normal.x = dot(n, matrixPalette1);
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normal.y = dot(n, matrixPalette2);
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@ -141,7 +141,7 @@ void main()
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}
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\n#endif\n
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\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM || CC_MAX_POINT_LIGHT_NUM || CC_MAX_SPOT_LIGHT_NUM)\n
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\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
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v_normal = CC_NormalMatrix * normal;
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\n#endif\n
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