#ifndef FLAT_SHADED vec3 normal = normalize( vNormal ); #ifdef DOUBLE_SIDED normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) ); #endif #else vec3 fdx = dFdx( vViewPosition ); vec3 fdy = dFdy( vViewPosition ); vec3 normal = normalize( cross( fdx, fdy ) ); #endif vec3 viewPosition = normalize( vViewPosition ); #ifdef USE_NORMALMAP normal = perturbNormal2Arb( -vViewPosition, normal ); #elif defined( USE_BUMPMAP ) normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() ); #endif vec3 totalDiffuseLight = vec3( 0.0 ); vec3 totalSpecularLight = vec3( 0.0 ); #if MAX_POINT_LIGHTS > 0 for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) { vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 ); vec3 lVector = lPosition.xyz + vViewPosition.xyz; float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] ); lVector = normalize( lVector ); // diffuse float dotProduct = dot( normal, lVector ); #ifdef WRAP_AROUND float pointDiffuseWeightFull = max( dotProduct, 0.0 ); float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 ); vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB ); #else float pointDiffuseWeight = max( dotProduct, 0.0 ); #endif totalDiffuseLight += pointLightColor[ i ] * pointDiffuseWeight * attenuation; // specular vec3 pointHalfVector = normalize( lVector + viewPosition ); float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 ); float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 ); float specularNormalization = ( shininess + 2.0 ) / 8.0; vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 ); totalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * attenuation * specularNormalization; } #endif #if MAX_SPOT_LIGHTS > 0 for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) { vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 ); vec3 lVector = lPosition.xyz + vViewPosition.xyz; float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] ); lVector = normalize( lVector ); float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) ); if ( spotEffect > spotLightAngleCos[ i ] ) { spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 ); // diffuse float dotProduct = dot( normal, lVector ); #ifdef WRAP_AROUND float spotDiffuseWeightFull = max( dotProduct, 0.0 ); float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 ); vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB ); #else float spotDiffuseWeight = max( dotProduct, 0.0 ); #endif totalDiffuseLight += spotLightColor[ i ] * spotDiffuseWeight * attenuation * spotEffect; // specular vec3 spotHalfVector = normalize( lVector + viewPosition ); float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 ); float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 ); float specularNormalization = ( shininess + 2.0 ) / 8.0; vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 ); totalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * attenuation * specularNormalization * spotEffect; } } #endif #if MAX_DIR_LIGHTS > 0 for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) { vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix ); // diffuse float dotProduct = dot( normal, dirVector ); #ifdef WRAP_AROUND float dirDiffuseWeightFull = max( dotProduct, 0.0 ); float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 ); vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB ); #else float dirDiffuseWeight = max( dotProduct, 0.0 ); #endif totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight; // specular vec3 dirHalfVector = normalize( dirVector + viewPosition ); float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 ); float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 ); /* // fresnel term from skin shader const float F0 = 0.128; float base = 1.0 - dot( viewPosition, dirHalfVector ); float exponential = pow( base, 5.0 ); float fresnel = exponential + F0 * ( 1.0 - exponential ); */ /* // fresnel term from fresnel shader const float mFresnelBias = 0.08; const float mFresnelScale = 0.3; const float mFresnelPower = 5.0; float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower ); */ float specularNormalization = ( shininess + 2.0 ) / 8.0; // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel; vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 ); totalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization; } #endif #if MAX_HEMI_LIGHTS > 0 for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) { vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix ); // diffuse float dotProduct = dot( normal, lVector ); float hemiDiffuseWeight = 0.5 * dotProduct + 0.5; vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ); totalDiffuseLight += hemiColor; // specular (sky light) vec3 hemiHalfVectorSky = normalize( lVector + viewPosition ); float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5; float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 ); // specular (ground light) vec3 lVectorGround = -lVector; vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition ); float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5; float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 ); float dotProductGround = dot( normal, lVectorGround ); float specularNormalization = ( shininess + 2.0 ) / 8.0; vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 ); vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 ); totalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) ); } #endif #ifdef METAL outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) * specular + totalSpecularLight + emissive; #else outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight + emissive; #endif