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-rw-r--r--src/extras/shaders/gl3/light.inc.frag87
1 files changed, 0 insertions, 87 deletions
diff --git a/src/extras/shaders/gl3/light.inc.frag b/src/extras/shaders/gl3/light.inc.frag
index f588acce3..0b642638f 100644
--- a/src/extras/shaders/gl3/light.inc.frag
+++ b/src/extras/shaders/gl3/light.inc.frag
@@ -23,90 +23,3 @@ struct EnvironmentLight {
};
uniform EnvironmentLight envLight;
uniform int envLightCount = 0;
-
-void adsModel(const in vec3 worldPos,
- const in vec3 worldNormal,
- const in vec3 worldView,
- const in float shininess,
- out vec3 diffuseColor,
- out vec3 specularColor)
-{
- diffuseColor = vec3(0.0);
- specularColor = vec3(0.0);
-
- // We perform all work in world space
- vec3 n = normalize(worldNormal);
- vec3 s = vec3(0.0);
-
- for (int i = 0; i < lightCount; ++i) {
- float att = 1.0;
- float sDotN = 0.0;
-
- if (lights[i].type != TYPE_DIRECTIONAL) {
- // Point and Spot lights
-
- // Light position is already in world space
- vec3 sUnnormalized = lights[i].position - worldPos;
- s = normalize(sUnnormalized); // Light direction
-
- // Calculate the attenuation factor
- sDotN = dot(s, n);
- if (sDotN > 0.0) {
- if (lights[i].constantAttenuation != 0.0
- || lights[i].linearAttenuation != 0.0
- || lights[i].quadraticAttenuation != 0.0) {
- float dist = length(sUnnormalized);
- att = 1.0 / (lights[i].constantAttenuation +
- lights[i].linearAttenuation * dist +
- lights[i].quadraticAttenuation * dist * dist);
- }
-
- // The light direction is in world space already
- if (lights[i].type == TYPE_SPOT) {
- // Check if fragment is inside or outside of the spot light cone
- if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle)
- sDotN = 0.0;
- }
- }
- } else {
- // Directional lights
- // The light direction is in world space already
- s = normalize(-lights[i].direction);
- sDotN = dot(s, n);
- }
-
- // Calculate the diffuse factor
- float diffuse = max(sDotN, 0.0);
-
- // Calculate the specular factor
- float specular = 0.0;
- if (diffuse > 0.0 && shininess > 0.0) {
- float normFactor = (shininess + 2.0) / 2.0;
- vec3 r = reflect(-s, n); // Reflection direction in world space
- specular = normFactor * pow(max(dot(r, worldView), 0.0), shininess);
- }
-
- // Accumulate the diffuse and specular contributions
- diffuseColor += att * lights[i].intensity * diffuse * lights[i].color;
- specularColor += att * lights[i].intensity * specular * lights[i].color;
- }
-}
-
-vec4 phongFunction(const in vec4 ambient,
- const in vec4 diffuse,
- const in vec4 specular,
- const in float shininess,
- const in vec3 worldPosition,
- const in vec3 worldView,
- const in vec3 worldNormal)
-{
- // Calculate the lighting model, keeping the specular component separate
- vec3 diffuseColor, specularColor;
- adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);
-
- // Combine spec with ambient+diffuse for final fragment color
- vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
- + specularColor * specular.rgb;
-
- return vec4(color, diffuse.a);
-}