#include "CModelShaders.hpp" #include "hecl/Backend/GLSL.hpp" namespace urde { static const char* LightingGLSL = "struct Light\n" "{\n" " vec4 pos;\n" " vec4 dir;\n" " vec4 color;\n" " vec4 linAtt;\n" " vec4 angAtt;\n" "};\n" "\n" "UBINDING2 uniform LightingUniform\n" "{\n" " Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n" " vec4 ambient;\n" "};\n" "\n" "vec4 LightingFunc(vec4 mvPosIn, vec4 mvNormIn)\n" "{\n" " vec4 ret = ambient;\n" " \n" " for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n" " {\n" " vec3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n" " float dist = length(delta);\n" " float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\n" " float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n" " lights[i].linAtt[1] * dist +\n" " lights[i].linAtt[0]);\n" " float angAtt = lights[i].angAtt[2] * angDot * angDot +\n" " lights[i].angAtt[1] * angDot +\n" " lights[i].angAtt[0];\n" " ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0);\n" " }\n" " \n" " return clamp(ret, vec4(0.0,0.0,0.0,0.0), vec4(1.0,1.0,1.0,1.0));\n" "}\n"; hecl::Runtime::ShaderCacheExtensions CModelShaders::GetShaderExtensionsGLSL(boo::IGraphicsDataFactory::Platform plat) { static const char* BlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME, HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME, "LightingUniform"}; hecl::Runtime::ShaderCacheExtensions ext(plat); ext.registerExtensionSlot({LightingGLSL, "LightingFunc"}, {}, 3, BlockNames); return ext; } }