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Working CLight
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@@ -1,4 +1,5 @@
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#include "CModelShaders.hpp"
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#include "hecl/Backend/GLSL.hpp"
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namespace urde
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{
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@@ -27,14 +28,14 @@ static const char* LightingGLSL =
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" {\n"
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" vec3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = dot(normalize(delta), lights[i].dir.xyz);\n"
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" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\n"
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" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
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" lights[i].linAtt[1] * dist +\n"
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" lights[i].linAtt[0]);\n"
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" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
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" lights[i].angAtt[1] * angDot +\n"
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" lights[i].angAtt[0];\n"
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" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * dot(normalize(-delta), mvNormIn.xyz);\n"
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" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0);\n"
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" }\n"
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" \n"
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" return clamp(ret, vec4(0.0,0.0,0.0,0.0), vec4(1.0,1.0,1.0,1.0));\n"
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@@ -43,8 +44,11 @@ static const char* LightingGLSL =
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hecl::Runtime::ShaderCacheExtensions
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CModelShaders::GetShaderExtensionsGLSL(boo::IGraphicsDataFactory::Platform plat)
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{
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static const char* BlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME,
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HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME,
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"LightingUniform"};
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hecl::Runtime::ShaderCacheExtensions ext(plat);
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ext.registerExtensionSlot({LightingGLSL, "LightingFunc"}, {});
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ext.registerExtensionSlot({LightingGLSL, "LightingFunc"}, {}, 3, BlockNames);
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return ext;
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}
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