diff options
Diffstat (limited to 'data/shaders/lighting.frag')
-rw-r--r-- | data/shaders/lighting.frag | 71 |
1 files changed, 25 insertions, 46 deletions
diff --git a/data/shaders/lighting.frag b/data/shaders/lighting.frag index 7ec0d3e..39f39fc 100644 --- a/data/shaders/lighting.frag +++ b/data/shaders/lighting.frag @@ -37,6 +37,9 @@ void main() { vec3 diff = vec3(0.0, 0.0, 0.0); vec3 spec = vec3(0.0, 0.0, 0.0); vec3 norm = normal; + float falloff, spot; + float diff_fac, spec_fac; + vec3 L, E, R; if ( has_normals ) { norm += (texture2D(normalmap, gl_TexCoord[0].st).rgb - vec3(0.5, 0.5, 0.5)) / 2.0; @@ -49,53 +52,29 @@ void main() { /* Emission */ emit = col_emit; - - if ( fill_light_enabled ) { - - float diff_fac, spec_fac; - vec3 L, E, R; - - /* Light 2: Fill-in for lander craft */ - L = normalize(gl_LightSource[2].position.xyz - pos); - E = normalize(-pos); - R = normalize(-reflect(L, norm)); - diff_fac = max(0.0, dot(normalize(light2vc).xyz, norm)); - spec_fac = max(0.0, dot(R, E)); - spec_fac = pow(spec_fac, 80.0); - - diff += col_ambi_diff * gl_LightSource[2].diffuse.rgb * diff_fac; - spec += gl_LightSource[2].specular.rgb * spec_fac; - - } else { - float falloff, spot; - float diff_fac, spec_fac; - vec3 L, E, R; - - /* Light 0: Lander craft's spotlight */ - falloff = 1.0 / ( gl_LightSource[0].constantAttenuation - + gl_LightSource[0].linearAttenuation * length(light0vc) - + gl_LightSource[0].quadraticAttenuation * pow(length(light0vc), 2.0) ); - - spot = max(dot(normalize(-light0vc), gl_LightSource[0].spotDirection), 0.0); - spot = pow(spot, gl_LightSource[0].spotExponent); - - diff_fac = max(0.0, dot(normalize(light0vc).xyz, norm)); - - L = normalize(gl_LightSource[0].position.xyz - pos); - E = normalize(-pos); - R = normalize(-reflect(L, norm)); - spec_fac = max(0.0, dot(R, E)); - spec_fac = pow(spec_fac, 80.0); - - diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff * diff_fac; - - spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * spec_fac; - - /* Light 1: Diffuse background glow */ - diff += col_ambi_diff * gl_LightSource[1].diffuse.rgb * max(0.0, dot(vec3(light1vc), norm)); - - } + /* Light 0: Lander craft's spotlight */ + falloff = 1.0 / ( gl_LightSource[0].constantAttenuation + + gl_LightSource[0].linearAttenuation * length(light0vc) + + gl_LightSource[0].quadraticAttenuation * pow(length(light0vc), 2.0) ); + + spot = max(dot(normalize(-light0vc), gl_LightSource[0].spotDirection), 0.0); + spot = pow(spot, gl_LightSource[0].spotExponent); + + diff_fac = max(0.0, dot(normalize(light0vc).xyz, norm)); + + L = normalize(gl_LightSource[0].position.xyz - pos); + E = normalize(-pos); + R = normalize(-reflect(L, norm)); + spec_fac = max(0.0, dot(R, E)); + spec_fac = pow(spec_fac, 80.0); + + diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff * diff_fac; + + spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * spec_fac; + + /* Light 1: Diffuse background glow */ + diff += col_ambi_diff * gl_LightSource[1].diffuse.rgb * max(0.0, dot(vec3(light1vc), norm)); if ( texture_enabled ) { |