2013-02-26 00:49:42 +00:00
										 
									 
								 
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								/* Options:
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								 *
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								 * USE_COLOR: use glColor for diffuse colors
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								 * USE_TEXTURE: use texture for diffuse colors
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								 * USE_SCENE_LIGHTING: use lights (up to 8)
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								 * USE_SOLID_LIGHTING: assume 3 directional lights for solid draw mode
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								 * USE_TWO_SIDED: flip normal towards viewer
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								 * NO_SPECULAR: use specular component
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								 */
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								#define NUM_SOLID_LIGHTS 3
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								#define NUM_SCENE_LIGHTS 8
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								#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
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								varying vec3 varying_normal;
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								#ifndef USE_SOLID_LIGHTING
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								varying vec3 varying_position;
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								#endif
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								#endif
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								#ifdef USE_COLOR
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								varying vec4 varying_vertex_color;
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								#endif
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								#ifdef USE_TEXTURE
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								varying vec2 varying_texture_coord;
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								uniform sampler2D texture_map;
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								#endif
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								void main()
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								{
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								#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
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									/* compute normal */
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									vec3 N = normalize(varying_normal);
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								#ifdef USE_TWO_SIDED
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									if (!gl_FrontFacing)
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										N = -N;
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								#endif
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									/* compute diffuse and specular lighting */
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									vec3 L_diffuse = vec3(0.0);
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								#ifndef NO_SPECULAR
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									vec3 L_specular = vec3(0.0);
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								#endif
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								#ifdef USE_SOLID_LIGHTING
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									/* assume 3 directional lights */
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									for (int i = 0; i < NUM_SOLID_LIGHTS; i++) {
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										vec3 light_direction = gl_LightSource[i].position.xyz;
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										/* diffuse light */
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										vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
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										float diffuse_bsdf = max(dot(N, light_direction), 0.0);
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										L_diffuse += light_diffuse*diffuse_bsdf;
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								#ifndef NO_SPECULAR
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										/* specular light */
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										vec3 light_specular = gl_LightSource[i].specular.rgb;
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										vec3 H = gl_LightSource[i].halfVector.xyz;
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										float specular_bsdf = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess);
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										L_specular += light_specular*specular_bsdf;
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								#endif
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									}
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								#else
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									/* all 8 lights, makes no assumptions, potentially slow */
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								#ifndef NO_SPECULAR
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									/* view vector computation, depends on orthographics or perspective */
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											2013-03-31 03:28:46 +00:00
										 
									 
								 
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									vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(varying_position): vec3(0.0, 0.0, -1.0);
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											2013-02-26 00:49:42 +00:00
										 
									 
								 
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								#endif
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									for (int i = 0; i < NUM_SCENE_LIGHTS; i++) {
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										/* todo: this is a slow check for disabled lights */
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										if (gl_LightSource[i].specular.a == 0.0)
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											continue;
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										float intensity = 1.0;
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										vec3 light_direction;
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										if (gl_LightSource[i].position.w == 0.0) {
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											/* directional light */
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											light_direction = gl_LightSource[i].position.xyz;
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										}
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										else {
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											/* point light */
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											vec3 d = gl_LightSource[i].position.xyz - varying_position;
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											light_direction = normalize(d);
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											/* spot light cone */
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											if (gl_LightSource[i].spotCutoff < 90.0) {
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												float cosine = max(dot(light_direction, -gl_LightSource[i].spotDirection), 0.0);
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												intensity = pow(cosine, gl_LightSource[i].spotExponent);
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												intensity *= step(gl_LightSource[i].spotCosCutoff, cosine);
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											}
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											/* falloff */
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											float distance = length(d);
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											intensity /= gl_LightSource[i].constantAttenuation +
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												gl_LightSource[i].linearAttenuation * distance +
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												gl_LightSource[i].quadraticAttenuation * distance * distance;
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										}
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										/* diffuse light */
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										vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
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										float diffuse_bsdf = max(dot(N, light_direction), 0.0);
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										L_diffuse += light_diffuse*diffuse_bsdf*intensity;
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								#ifndef NO_SPECULAR
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										/* specular light */
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										vec3 light_specular = gl_LightSource[i].specular.rgb;
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										vec3 H = normalize(light_direction - V);
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										float specular_bsdf = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess);
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										L_specular += light_specular*specular_bsdf*intensity;
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								#endif
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									}
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								#endif
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									/* compute diffuse color, possibly from texture or vertex colors */
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									float alpha;
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								#if defined(USE_TEXTURE) && defined(USE_COLOR)
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									vec4 texture_color = texture2D(texture_map, varying_texture_coord);
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									L_diffuse *= texture_color.rgb * varying_vertex_color.rgb;
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									alpha = texture_color.a * varying_vertex_color.a;
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								#elif defined(USE_TEXTURE)
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									vec4 texture_color = texture2D(texture_map, varying_texture_coord);
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									L_diffuse *= texture_color.rgb;
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									alpha = texture_color.a;
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								#elif defined(USE_COLOR)
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									L_diffuse *= varying_vertex_color.rgb;
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									alpha = varying_vertex_color.a;
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								#else
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									L_diffuse *= gl_FrontMaterial.diffuse.rgb;
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									alpha = gl_FrontMaterial.diffuse.a;
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								#endif
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									/* sum lighting */
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									vec3 L = gl_FrontLightModelProduct.sceneColor.rgb + L_diffuse;
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								#ifndef NO_SPECULAR
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									L += L_specular*gl_FrontMaterial.specular.rgb;
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								#endif
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									/* write out fragment color */
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									gl_FragColor = vec4(L, alpha);
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								#else
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									/* no lighting */
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								#if defined(USE_TEXTURE) && defined(USE_COLOR)
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									gl_FragColor = texture2D(texture_map, varying_texture_coord) * varying_vertex_color;
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								#elif defined(USE_TEXTURE)
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									gl_FragColor = texture2D(texture_map, varying_texture_coord);
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								#elif defined(USE_COLOR)
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									gl_FragColor = varying_vertex_color;
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								#else
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									gl_FragColor = gl_FrontMaterial.diffuse;
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								#endif
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								#endif
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								}
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