mittsu 0.1.0
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- checksums.yaml +7 -0
- data/.gitignore +10 -0
- data/.travis.yml +3 -0
- data/CODE_OF_CONDUCT.md +13 -0
- data/Gemfile +4 -0
- data/LICENSE.txt +21 -0
- data/README.md +39 -0
- data/Rakefile +7 -0
- data/bin/console +14 -0
- data/bin/setup +7 -0
- data/examples/01_-_Default1noCulling.png +0 -0
- data/examples/01_scene_example.rb +14 -0
- data/examples/02_box_mesh_example.rb +30 -0
- data/examples/02_sphere_mesh_example.rb +30 -0
- data/examples/03_complex_object_example.rb +52 -0
- data/examples/04_ambient_light_example.rb +33 -0
- data/examples/04_dir_light_example.rb +36 -0
- data/examples/04_hemi_light_example.rb +30 -0
- data/examples/04_point_light_example.rb +50 -0
- data/examples/04_spot_light_example.rb +44 -0
- data/examples/05_earth_example.rb +42 -0
- data/examples/05_earth_moon_example.rb +46 -0
- data/examples/05_texture_example.rb +32 -0
- data/examples/06_cube_texture_example.rb +36 -0
- data/examples/06_skybox_example.rb +60 -0
- data/examples/07_earth_normal_example.rb +36 -0
- data/examples/08_shadow_example.rb +87 -0
- data/examples/09_line_example.rb +52 -0
- data/examples/10_obj_loader_example.rb +68 -0
- data/examples/11_character_input_example.rb +18 -0
- data/examples/11_continuous_keyboard_input_example.rb +35 -0
- data/examples/11_keyboard_input_example.rb +43 -0
- data/examples/12_mouse_click_example.rb +38 -0
- data/examples/12_mouse_motion_example.rb +35 -0
- data/examples/12_mouse_scroll_example.rb +36 -0
- data/examples/12_orbit_zoom_example.rb +68 -0
- data/examples/13_joystick_example.rb +80 -0
- data/examples/cubemap/tron_bk.png +0 -0
- data/examples/cubemap/tron_dn.png +0 -0
- data/examples/cubemap/tron_ft.png +0 -0
- data/examples/cubemap/tron_lf.png +0 -0
- data/examples/cubemap/tron_rt.png +0 -0
- data/examples/cubemap/tron_up.png +0 -0
- data/examples/earth.png +0 -0
- data/examples/earth_normal.png +0 -0
- data/examples/example_helper.rb +2 -0
- data/examples/male-02-1noCulling.png +0 -0
- data/examples/male02.mtl +54 -0
- data/examples/male02.obj +13888 -0
- data/examples/moon.png +0 -0
- data/examples/orig_02_-_Defaul1noCulling.png +0 -0
- data/examples/texture.png +0 -0
- data/lib/mittsu.rb +15 -0
- data/lib/mittsu/cameras.rb +4 -0
- data/lib/mittsu/cameras/camera.rb +34 -0
- data/lib/mittsu/cameras/cube_camera.rb +74 -0
- data/lib/mittsu/cameras/orthographic_camera.rb +53 -0
- data/lib/mittsu/cameras/perspective_camera.rb +115 -0
- data/lib/mittsu/constants.rb +160 -0
- data/lib/mittsu/core.rb +10 -0
- data/lib/mittsu/core/buffer_attribute.rb +87 -0
- data/lib/mittsu/core/buffer_geometry.rb +694 -0
- data/lib/mittsu/core/clock.rb +44 -0
- data/lib/mittsu/core/dynamic_buffer_attribute.rb +16 -0
- data/lib/mittsu/core/event_dispatcher.rb +39 -0
- data/lib/mittsu/core/face3.rb +30 -0
- data/lib/mittsu/core/geometry.rb +596 -0
- data/lib/mittsu/core/hash_array.rb +36 -0
- data/lib/mittsu/core/hash_object.rb +19 -0
- data/lib/mittsu/core/object_3d.rb +421 -0
- data/lib/mittsu/core/raycaster.rb +78 -0
- data/lib/mittsu/extras.rb +3 -0
- data/lib/mittsu/extras/geometries.rb +2 -0
- data/lib/mittsu/extras/geometries/box_geometry.rb +108 -0
- data/lib/mittsu/extras/geometries/sphere_geometry.rb +88 -0
- data/lib/mittsu/extras/helpers.rb +1 -0
- data/lib/mittsu/extras/helpers/camera_helper.rb +155 -0
- data/lib/mittsu/extras/image.rb +3 -0
- data/lib/mittsu/extras/image_utils.rb +80 -0
- data/lib/mittsu/lights.rb +7 -0
- data/lib/mittsu/lights/ambient_light.rb +16 -0
- data/lib/mittsu/lights/area_light.rb +24 -0
- data/lib/mittsu/lights/directional_light.rb +131 -0
- data/lib/mittsu/lights/hemisphere_light.rb +29 -0
- data/lib/mittsu/lights/light.rb +21 -0
- data/lib/mittsu/lights/point_light.rb +27 -0
- data/lib/mittsu/lights/spot_light.rb +104 -0
- data/lib/mittsu/loaders.rb +7 -0
- data/lib/mittsu/loaders/cache.rb +53 -0
- data/lib/mittsu/loaders/file_loader.rb +22 -0
- data/lib/mittsu/loaders/image_loader.rb +32 -0
- data/lib/mittsu/loaders/loader.rb +212 -0
- data/lib/mittsu/loaders/loading_manager.rb +17 -0
- data/lib/mittsu/loaders/mtl_loader.rb +242 -0
- data/lib/mittsu/loaders/obj_mtl_loader.rb +225 -0
- data/lib/mittsu/materials.rb +7 -0
- data/lib/mittsu/materials/line_basic_material.rb +39 -0
- data/lib/mittsu/materials/material.rb +156 -0
- data/lib/mittsu/materials/mesh_basic_material.rb +122 -0
- data/lib/mittsu/materials/mesh_face_material.rb +30 -0
- data/lib/mittsu/materials/mesh_lambert_material.rb +126 -0
- data/lib/mittsu/materials/mesh_phong_material.rb +152 -0
- data/lib/mittsu/materials/shader_material.rb +108 -0
- data/lib/mittsu/math.rb +105 -0
- data/lib/mittsu/math/box2.rb +135 -0
- data/lib/mittsu/math/box3.rb +194 -0
- data/lib/mittsu/math/color.rb +252 -0
- data/lib/mittsu/math/color_keywords.rb +151 -0
- data/lib/mittsu/math/euler.rb +182 -0
- data/lib/mittsu/math/frustum.rb +106 -0
- data/lib/mittsu/math/line3.rb +76 -0
- data/lib/mittsu/math/matrix3.rb +163 -0
- data/lib/mittsu/math/matrix4.rb +581 -0
- data/lib/mittsu/math/plane.rb +128 -0
- data/lib/mittsu/math/quaternion.rb +309 -0
- data/lib/mittsu/math/ray.rb +292 -0
- data/lib/mittsu/math/sphere.rb +91 -0
- data/lib/mittsu/math/spline.rb +128 -0
- data/lib/mittsu/math/triangle.rb +121 -0
- data/lib/mittsu/math/vector2.rb +238 -0
- data/lib/mittsu/math/vector3.rb +491 -0
- data/lib/mittsu/math/vector4.rb +414 -0
- data/lib/mittsu/objects.rb +3 -0
- data/lib/mittsu/objects/group.rb +8 -0
- data/lib/mittsu/objects/line.rb +143 -0
- data/lib/mittsu/objects/mesh.rb +243 -0
- data/lib/mittsu/renderers.rb +1 -0
- data/lib/mittsu/renderers/glfw_window.rb +216 -0
- data/lib/mittsu/renderers/opengl/opengl_debug.rb +38 -0
- data/lib/mittsu/renderers/opengl/opengl_program.rb +402 -0
- data/lib/mittsu/renderers/opengl/opengl_shader.rb +58 -0
- data/lib/mittsu/renderers/opengl/opengl_state.rb +207 -0
- data/lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb +416 -0
- data/lib/mittsu/renderers/opengl_render_target.rb +87 -0
- data/lib/mittsu/renderers/opengl_renderer.rb +3376 -0
- data/lib/mittsu/renderers/shaders/shader_chunk.rb +12 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/alphamap_fragment.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/alphamap_pars_fragment.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/alphatest_fragment.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/bumpmap_pars_fragment.glsl +40 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/color_fragment.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/color_pars_fragment.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/color_pars_vertex.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/color_vertex.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/common.glsl +60 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/default_vertex.glsl +15 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/defaultnormal_vertex.glsl +21 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/envmap_fragment.glsl +62 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/envmap_pars_fragment.glsl +21 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/envmap_pars_vertex.glsl +7 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/envmap_vertex.glsl +17 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/fog_fragment.glsl +26 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/fog_pars_fragment.glsl +15 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_fragment.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_pars_fragment.glsl +6 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_pars_vertex.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_vertex.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/lights_lambert_pars_vertex.glsl +43 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/lights_lambert_vertex.glsl +196 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_fragment.glsl +243 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_pars_fragment.glsl +58 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_pars_vertex.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_vertex.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/linear_to_gamma_fragment.glsl +2 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_fragment.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_pars_fragment.glsl +12 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_pars_vertex.glsl +11 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_vertex.glsl +15 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/map_fragment.glsl +9 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/map_pars_fragment.glsl +11 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/map_pars_vertex.glsl +6 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/map_particle_fragment.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/map_particle_pars_fragment.glsl +6 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/map_vertex.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/morphnormal_vertex.glsl +12 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/morphtarget_pars_vertex.glsl +13 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/morphtarget_vertex.glsl +20 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/normalmap_pars_fragment.glsl +27 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_fragment.glsl +217 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_pars_fragment.glsl +19 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_pars_vertex.glsl +6 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_vertex.glsl +9 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/skinbase_vertex.glsl +8 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/skinning_pars_vertex.glsl +47 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/skinning_vertex.glsl +20 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/skinnormal_vertex.glsl +20 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/specularmap_fragment.glsl +12 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/specularmap_pars_fragment.glsl +5 -0
- data/lib/mittsu/renderers/shaders/shader_chunk/worldpos_vertex.glsl +17 -0
- data/lib/mittsu/renderers/shaders/shader_lib.rb +420 -0
- data/lib/mittsu/renderers/shaders/uniforms_lib.rb +107 -0
- data/lib/mittsu/renderers/shaders/uniforms_utils.rb +31 -0
- data/lib/mittsu/scenes.rb +1 -0
- data/lib/mittsu/scenes/scene.rb +27 -0
- data/lib/mittsu/textures.rb +5 -0
- data/lib/mittsu/textures/compressed_texture.rb +30 -0
- data/lib/mittsu/textures/cube_texture.rb +19 -0
- data/lib/mittsu/textures/data_texture.rb +17 -0
- data/lib/mittsu/textures/texture.rb +92 -0
- data/lib/mittsu/textures/video_texture.rb +17 -0
- data/lib/mittsu/version.rb +4 -0
- data/mittsu.gemspec +31 -0
- metadata +357 -0
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module Mittsu
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ShaderChunk = {}.tap do |chunks|
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Dir.new(File.join(__dir__, 'shader_chunk')).each do |file_name|
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next unless file_name.end_with? '.glsl'
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file_path = File.join(__dir__, 'shader_chunk', file_name)
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chunk_name = File.basename(file_name, '.glsl')
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chunk = File.read(file_path)
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# chunk = "// #{chunk_name}\n#{chunk}"
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chunks[chunk_name.to_sym] = chunk
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end
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end
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end
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#ifdef USE_BUMPMAP
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uniform sampler2D bumpMap;
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uniform float bumpScale;
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// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
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// http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
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// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
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vec2 dHdxy_fwd() {
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vec2 dSTdx = dFdx( vUv );
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vec2 dSTdy = dFdy( vUv );
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float Hll = bumpScale * texture( bumpMap, vUv ).x;
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float dBx = bumpScale * texture( bumpMap, vUv + dSTdx ).x - Hll;
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float dBy = bumpScale * texture( bumpMap, vUv + dSTdy ).x - Hll;
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return vec2( dBx, dBy );
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}
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vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {
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vec3 vSigmaX = dFdx( surf_pos );
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vec3 vSigmaY = dFdy( surf_pos );
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vec3 vN = surf_norm; // normalized
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vec3 R1 = cross( vSigmaY, vN );
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vec3 R2 = cross( vN, vSigmaX );
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float fDet = dot( vSigmaX, R1 );
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vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
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return normalize( abs( fDet ) * surf_norm - vGrad );
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}
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#endif
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#define PI 3.14159
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#define PI2 6.28318
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#define RECIPROCAL_PI2 0.15915494
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#define LOG2 1.442695
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#define EPSILON 1e-6
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float square( in float a ) { return a*a; }
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vec2 square( in vec2 a ) { return vec2( a.x*a.x, a.y*a.y ); }
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vec3 square( in vec3 a ) { return vec3( a.x*a.x, a.y*a.y, a.z*a.z ); }
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vec4 square( in vec4 a ) { return vec4( a.x*a.x, a.y*a.y, a.z*a.z, a.w*a.w ); }
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float saturate( in float a ) { return clamp( a, 0.0, 1.0 ); }
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vec2 saturate( in vec2 a ) { return clamp( a, 0.0, 1.0 ); }
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vec3 saturate( in vec3 a ) { return clamp( a, 0.0, 1.0 ); }
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vec4 saturate( in vec4 a ) { return clamp( a, 0.0, 1.0 ); }
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float average( in float a ) { return a; }
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float average( in vec2 a ) { return ( a.x + a.y) * 0.5; }
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float average( in vec3 a ) { return ( a.x + a.y + a.z) / 3.0; }
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float average( in vec4 a ) { return ( a.x + a.y + a.z + a.w) * 0.25; }
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float whiteCompliment( in float a ) { return saturate( 1.0 - a ); }
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vec2 whiteCompliment( in vec2 a ) { return saturate( vec2(1.0) - a ); }
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vec3 whiteCompliment( in vec3 a ) { return saturate( vec3(1.0) - a ); }
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vec4 whiteCompliment( in vec4 a ) { return saturate( vec4(1.0) - a ); }
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vec3 transformDirection( in vec3 normal, in mat4 matrix ) {
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return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );
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}
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// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations
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vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {
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return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );
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}
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vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal) {
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float distance = dot( planeNormal, point-pointOnPlane );
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return point - distance * planeNormal;
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}
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float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {
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return sign( dot( point - pointOnPlane, planeNormal ) );
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}
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vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {
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return pointOnLine + lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) );
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}
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float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {
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if ( decayExponent > 0.0 ) {
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return pow( saturate( 1.0 - lightDistance / cutoffDistance ), decayExponent );
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}
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return 1.0;
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}
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vec3 inputToLinear( in vec3 a ) {
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#ifdef GAMMA_INPUT
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return pow( a, vec3( float( GAMMA_FACTOR ) ) );
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#else
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return a;
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#endif
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}
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vec3 linearToOutput( in vec3 a ) {
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#ifdef GAMMA_OUTPUT
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return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );
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#else
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return a;
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#endif
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}
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#ifdef USE_SKINNING
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vec4 mvPosition = modelViewMatrix * skinned;
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#elif defined( USE_MORPHTARGETS )
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vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );
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#else
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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#endif
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gl_Position = projectionMatrix * mvPosition;
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#ifdef USE_SKINNING
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vec3 objectNormal = skinnedNormal.xyz;
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#elif defined( USE_MORPHNORMALS )
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vec3 objectNormal = morphedNormal;
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#else
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vec3 objectNormal = normal;
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#endif
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#ifdef FLIP_SIDED
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objectNormal = -objectNormal;
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#endif
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vec3 transformedNormal = normalMatrix * objectNormal;
|
@@ -0,0 +1,62 @@
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#ifdef USE_ENVMAP
|
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|
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#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
|
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|
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vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );
|
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+
|
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|
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// Transforming Normal Vectors with the Inverse Transformation
|
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vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
|
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+
|
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#ifdef ENVMAP_MODE_REFLECTION
|
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|
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vec3 reflectVec = reflect( cameraToVertex, worldNormal );
|
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+
|
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#else
|
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|
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vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );
|
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|
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#endif
|
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|
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#else
|
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|
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vec3 reflectVec = vReflect;
|
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|
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+
#endif
|
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|
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#ifdef DOUBLE_SIDED
|
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float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );
|
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#else
|
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float flipNormal = 1.0;
|
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#endif
|
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|
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#ifdef ENVMAP_TYPE_CUBE
|
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vec4 envColor = texture( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
|
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+
|
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|
+
#elif defined( ENVMAP_TYPE_EQUIREC )
|
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vec2 sampleUV;
|
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|
+
sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );
|
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|
+
sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;
|
39
|
+
vec4 envColor = texture( envMap, sampleUV );
|
40
|
+
|
41
|
+
#elif defined( ENVMAP_TYPE_SPHERE )
|
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|
+
vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));
|
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|
+
vec4 envColor = texture( envMap, reflectView.xy * 0.5 + 0.5 );
|
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|
+
#endif
|
45
|
+
|
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|
+
envColor.xyz = inputToLinear( envColor.xyz );
|
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|
+
|
48
|
+
#ifdef ENVMAP_BLENDING_MULTIPLY
|
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|
+
|
50
|
+
outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );
|
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|
+
|
52
|
+
#elif defined( ENVMAP_BLENDING_MIX )
|
53
|
+
|
54
|
+
outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );
|
55
|
+
|
56
|
+
#elif defined( ENVMAP_BLENDING_ADD )
|
57
|
+
|
58
|
+
outgoingLight += envColor.xyz * specularStrength * reflectivity;
|
59
|
+
|
60
|
+
#endif
|
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|
+
|
62
|
+
#endif
|
@@ -0,0 +1,21 @@
|
|
1
|
+
#ifdef USE_ENVMAP
|
2
|
+
|
3
|
+
uniform float reflectivity;
|
4
|
+
#ifdef ENVMAP_TYPE_CUBE
|
5
|
+
uniform samplerCube envMap;
|
6
|
+
#else
|
7
|
+
uniform sampler2D envMap;
|
8
|
+
#endif
|
9
|
+
uniform float flipEnvMap;
|
10
|
+
|
11
|
+
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
|
12
|
+
|
13
|
+
uniform float refractionRatio;
|
14
|
+
|
15
|
+
#else
|
16
|
+
|
17
|
+
in vec3 vReflect;
|
18
|
+
|
19
|
+
#endif
|
20
|
+
|
21
|
+
#endif
|
@@ -0,0 +1,17 @@
|
|
1
|
+
#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )
|
2
|
+
|
3
|
+
vec3 worldNormal = transformDirection( objectNormal, modelMatrix );
|
4
|
+
|
5
|
+
vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
|
6
|
+
|
7
|
+
#ifdef ENVMAP_MODE_REFLECTION
|
8
|
+
|
9
|
+
vReflect = reflect( cameraToVertex, worldNormal );
|
10
|
+
|
11
|
+
#else
|
12
|
+
|
13
|
+
vReflect = refract( cameraToVertex, worldNormal, refractionRatio );
|
14
|
+
|
15
|
+
#endif
|
16
|
+
|
17
|
+
#endif
|
@@ -0,0 +1,26 @@
|
|
1
|
+
#ifdef USE_FOG
|
2
|
+
|
3
|
+
#ifdef USE_LOGDEPTHBUF_EXT
|
4
|
+
|
5
|
+
float depth = gl_FragDepthEXT / gl_FragCoord.w;
|
6
|
+
|
7
|
+
#else
|
8
|
+
|
9
|
+
float depth = gl_FragCoord.z / gl_FragCoord.w;
|
10
|
+
|
11
|
+
#endif
|
12
|
+
|
13
|
+
#ifdef FOG_EXP2
|
14
|
+
|
15
|
+
float fogFactor = exp2( - square( fogDensity ) * square( depth ) * LOG2 );
|
16
|
+
fogFactor = whiteCompliment( fogFactor );
|
17
|
+
|
18
|
+
#else
|
19
|
+
|
20
|
+
float fogFactor = smoothstep( fogNear, fogFar, depth );
|
21
|
+
|
22
|
+
#endif
|
23
|
+
|
24
|
+
outgoingLight = mix( outgoingLight, fogColor, fogFactor );
|
25
|
+
|
26
|
+
#endif
|
@@ -0,0 +1,43 @@
|
|
1
|
+
uniform vec3 ambientLightColor;
|
2
|
+
|
3
|
+
#if MAX_DIR_LIGHTS > 0
|
4
|
+
|
5
|
+
uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
|
6
|
+
uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
|
7
|
+
|
8
|
+
#endif
|
9
|
+
|
10
|
+
#if MAX_HEMI_LIGHTS > 0
|
11
|
+
|
12
|
+
uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];
|
13
|
+
uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];
|
14
|
+
uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];
|
15
|
+
|
16
|
+
#endif
|
17
|
+
|
18
|
+
#if MAX_POINT_LIGHTS > 0
|
19
|
+
|
20
|
+
uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
|
21
|
+
uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
|
22
|
+
uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
|
23
|
+
uniform float pointLightDecay[ MAX_POINT_LIGHTS ];
|
24
|
+
|
25
|
+
#endif
|
26
|
+
|
27
|
+
#if MAX_SPOT_LIGHTS > 0
|
28
|
+
|
29
|
+
uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];
|
30
|
+
uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];
|
31
|
+
uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];
|
32
|
+
uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];
|
33
|
+
uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];
|
34
|
+
uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];
|
35
|
+
uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];
|
36
|
+
|
37
|
+
#endif
|
38
|
+
|
39
|
+
#ifdef WRAP_AROUND
|
40
|
+
|
41
|
+
uniform vec3 wrapRGB;
|
42
|
+
|
43
|
+
#endif
|
@@ -0,0 +1,196 @@
|
|
1
|
+
vLightFront = vec3( 0.0 );
|
2
|
+
|
3
|
+
#ifdef DOUBLE_SIDED
|
4
|
+
|
5
|
+
vLightBack = vec3( 0.0 );
|
6
|
+
|
7
|
+
#endif
|
8
|
+
|
9
|
+
transformedNormal = normalize( transformedNormal );
|
10
|
+
|
11
|
+
#if MAX_DIR_LIGHTS > 0
|
12
|
+
|
13
|
+
for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
|
14
|
+
|
15
|
+
vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );
|
16
|
+
|
17
|
+
float dotProduct = dot( transformedNormal, dirVector );
|
18
|
+
vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );
|
19
|
+
|
20
|
+
#ifdef DOUBLE_SIDED
|
21
|
+
|
22
|
+
vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
|
23
|
+
|
24
|
+
#ifdef WRAP_AROUND
|
25
|
+
|
26
|
+
vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );
|
27
|
+
|
28
|
+
#endif
|
29
|
+
|
30
|
+
#endif
|
31
|
+
|
32
|
+
#ifdef WRAP_AROUND
|
33
|
+
|
34
|
+
vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );
|
35
|
+
directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );
|
36
|
+
|
37
|
+
#ifdef DOUBLE_SIDED
|
38
|
+
|
39
|
+
directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );
|
40
|
+
|
41
|
+
#endif
|
42
|
+
|
43
|
+
#endif
|
44
|
+
|
45
|
+
vLightFront += directionalLightColor[ i ] * directionalLightWeighting;
|
46
|
+
|
47
|
+
#ifdef DOUBLE_SIDED
|
48
|
+
|
49
|
+
vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;
|
50
|
+
|
51
|
+
#endif
|
52
|
+
|
53
|
+
}
|
54
|
+
|
55
|
+
#endif
|
56
|
+
|
57
|
+
#if MAX_POINT_LIGHTS > 0
|
58
|
+
|
59
|
+
for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
|
60
|
+
|
61
|
+
vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
|
62
|
+
vec3 lVector = lPosition.xyz - mvPosition.xyz;
|
63
|
+
|
64
|
+
float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );
|
65
|
+
|
66
|
+
lVector = normalize( lVector );
|
67
|
+
float dotProduct = dot( transformedNormal, lVector );
|
68
|
+
|
69
|
+
vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );
|
70
|
+
|
71
|
+
#ifdef DOUBLE_SIDED
|
72
|
+
|
73
|
+
vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
|
74
|
+
|
75
|
+
#ifdef WRAP_AROUND
|
76
|
+
|
77
|
+
vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );
|
78
|
+
|
79
|
+
#endif
|
80
|
+
|
81
|
+
#endif
|
82
|
+
|
83
|
+
#ifdef WRAP_AROUND
|
84
|
+
|
85
|
+
vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );
|
86
|
+
pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );
|
87
|
+
|
88
|
+
#ifdef DOUBLE_SIDED
|
89
|
+
|
90
|
+
pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );
|
91
|
+
|
92
|
+
#endif
|
93
|
+
|
94
|
+
#endif
|
95
|
+
|
96
|
+
vLightFront += pointLightColor[ i ] * pointLightWeighting * attenuation;
|
97
|
+
|
98
|
+
#ifdef DOUBLE_SIDED
|
99
|
+
|
100
|
+
vLightBack += pointLightColor[ i ] * pointLightWeightingBack * attenuation;
|
101
|
+
|
102
|
+
#endif
|
103
|
+
|
104
|
+
}
|
105
|
+
|
106
|
+
#endif
|
107
|
+
|
108
|
+
#if MAX_SPOT_LIGHTS > 0
|
109
|
+
|
110
|
+
for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {
|
111
|
+
|
112
|
+
vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );
|
113
|
+
vec3 lVector = lPosition.xyz - mvPosition.xyz;
|
114
|
+
|
115
|
+
float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );
|
116
|
+
|
117
|
+
if ( spotEffect > spotLightAngleCos[ i ] ) {
|
118
|
+
|
119
|
+
spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );
|
120
|
+
|
121
|
+
float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );
|
122
|
+
|
123
|
+
lVector = normalize( lVector );
|
124
|
+
|
125
|
+
float dotProduct = dot( transformedNormal, lVector );
|
126
|
+
vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );
|
127
|
+
|
128
|
+
#ifdef DOUBLE_SIDED
|
129
|
+
|
130
|
+
vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
|
131
|
+
|
132
|
+
#ifdef WRAP_AROUND
|
133
|
+
|
134
|
+
vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );
|
135
|
+
|
136
|
+
#endif
|
137
|
+
|
138
|
+
#endif
|
139
|
+
|
140
|
+
#ifdef WRAP_AROUND
|
141
|
+
|
142
|
+
vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );
|
143
|
+
spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );
|
144
|
+
|
145
|
+
#ifdef DOUBLE_SIDED
|
146
|
+
|
147
|
+
spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );
|
148
|
+
|
149
|
+
#endif
|
150
|
+
|
151
|
+
#endif
|
152
|
+
|
153
|
+
vLightFront += spotLightColor[ i ] * spotLightWeighting * attenuation * spotEffect;
|
154
|
+
|
155
|
+
#ifdef DOUBLE_SIDED
|
156
|
+
|
157
|
+
vLightBack += spotLightColor[ i ] * spotLightWeightingBack * attenuation * spotEffect;
|
158
|
+
|
159
|
+
#endif
|
160
|
+
|
161
|
+
}
|
162
|
+
|
163
|
+
}
|
164
|
+
|
165
|
+
#endif
|
166
|
+
|
167
|
+
#if MAX_HEMI_LIGHTS > 0
|
168
|
+
|
169
|
+
for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
|
170
|
+
|
171
|
+
vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );
|
172
|
+
|
173
|
+
float dotProduct = dot( transformedNormal, lVector );
|
174
|
+
|
175
|
+
float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;
|
176
|
+
float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;
|
177
|
+
|
178
|
+
vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );
|
179
|
+
|
180
|
+
#ifdef DOUBLE_SIDED
|
181
|
+
|
182
|
+
vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );
|
183
|
+
|
184
|
+
#endif
|
185
|
+
|
186
|
+
}
|
187
|
+
|
188
|
+
#endif
|
189
|
+
|
190
|
+
vLightFront += ambientLightColor;
|
191
|
+
|
192
|
+
#ifdef DOUBLE_SIDED
|
193
|
+
|
194
|
+
vLightBack += ambientLightColor;
|
195
|
+
|
196
|
+
#endif
|