mirror of
https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
@@ -75,32 +75,39 @@ namespace vb01{
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glBindFramebuffer(GL_FRAMEBUFFER, *(Root::getSingleton()->getFBO()));
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}
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void Light::update(){
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void Light::update(bool render){
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Root *root = Root::getSingleton();
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Node *rootNode = root->getRootNode();
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vector<Node*> descendants;
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rootNode->getDescendants(descendants);
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descendants.push_back(rootNode);
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vector<Light*> lights;
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vector<Material*> materials;
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for(Node *d : descendants){
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for(Light *l : d->getLights())
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lights.push_back(l);
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for(Mesh *m : d->getMeshes())
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materials.push_back(m->getMaterial());
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for(Mesh *mesh : d->getMeshes())
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materials.push_back(mesh->getMaterial());
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}
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int thisId = -1;
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for(int i = 0; i < lights.size(); i++)
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if(lights[i] == this)
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thisId = i;
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for(Material *mat : materials){
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Shader *shader = mat->getShader();
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shader->use();
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shader->setBool(render, "lights[" + to_string(thisId) + "].render");
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}
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mat4 proj = mat4(1.), view = mat4(1.);
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renderShadow(descendants, proj, view);
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updateShader(materials, thisId, proj, view);
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}
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void Light::renderShadow(std::vector<Node*> descendants, mat4 &proj, mat4 &view){
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@@ -176,8 +183,10 @@ namespace vb01{
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glViewport(0, 0, root->getWidth(), root->getHeight());
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}
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//TODO replace depth map id literals
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void Light::updateShader(vector<Material*> materials, int thisId, mat4 &proj, mat4 &view){
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Vector3 position = node->localToGlobalPosition(Vector3::VEC_ZERO), direction = node->getGlobalAxis(2);
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for(Material *m : materials){
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Shader *shader = m->getShader();
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shader->use();
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@@ -185,6 +194,7 @@ namespace vb01{
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shader->setVec3(color, "lights[" + to_string(thisId) + "].color");
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shader->setFloat(nearPlane, "lights[" + to_string(thisId) + "].near");
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shader->setFloat(farPlane, "lights[" + to_string(thisId) + "].far");
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shader->setBool(additiveLighting, "lights[" + to_string(thisId) + "].additive");
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int depthMapId = 10;
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shader->setInt(depthMapId, "lights[" + to_string(thisId) + "].depthMap");
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@@ -194,9 +204,12 @@ namespace vb01{
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switch(type){
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case POINT:
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shader->setVec3(position, "lights[" + to_string(thisId) + "].pos");
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shader->setInt((int)attenuation, "lights[" + to_string(thisId) + "].attenuation");
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shader->setFloat(radius, "lights[" + to_string(thisId) + "].radius");
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shader->setFloat(attenuationValues.x, "lights[" + to_string(thisId) + "].a");
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shader->setFloat(attenuationValues.y, "lights[" + to_string(thisId) + "].b");
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shader->setFloat(attenuationValues.z, "lights[" + to_string(thisId) + "].c");
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shader->setBool(useAngle, "lights[" + to_string(thisId) + "].useAngle");
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break;
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case DIRECTIONAL:
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shader->setMat4(proj * view, "lights[" + to_string(thisId) + "].lightMat");
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@@ -17,10 +17,13 @@ namespace vb01{
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class Light : public Animatable, public Attachable{
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public:
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enum Type{POINT, DIRECTIONAL, SPOT, AMBIENT};
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enum Attenuation{QUADRATIC, LINEAR, NONE};
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Light(Type, std::string = "");
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~Light();
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void update();
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void update(bool);
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inline Vector3 getColor(){return color;}
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inline Type getLightType(){return type;}
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inline void setColor(Vector3 color){this->color = color;}
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inline void setAttenuationValues(float a, float b, float c){
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attenuationValues.x = a;
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@@ -31,7 +34,14 @@ namespace vb01{
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inline void setOuterAngle(float outerAngle){this->outerAngle = outerAngle;}
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inline void setShadowNearPlane(float nearPlane){this->nearPlane = nearPlane;}
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inline void setShadowFarPlane(float farPlane){this->farPlane = farPlane;}
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inline void setAttenuation(Attenuation at){this->attenuation = at;}
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inline void setRadius(float r){this->radius = r;}
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inline void setAdditiveLighting(bool al){this->additiveLighting = al;}
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inline void setUseAngle(bool ua){this->useAngle = ua;}
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inline Attenuation getAttenuation(){return attenuation;}
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inline Vector3 getAttenuationValues(){return attenuationValues;}
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inline bool isAdditiveLighting(){return additiveLighting;}
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inline float getRadius(){return radius;}
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inline float getInnerAngle(){return innerAngle;}
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inline float getOuterAngle(){return outerAngle;}
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inline float getShadowNearPlane(){return nearPlane;}
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@@ -43,10 +53,12 @@ namespace vb01{
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void updateShader(std::vector<Material*>, int, glm::mat4&, glm::mat4&);
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Type type;
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bool additiveLighting = true, useAngle = true;
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Attenuation attenuation = Attenuation::QUADRATIC;
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Shader *depthMapShader;
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Texture *depthMap = nullptr;
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Vector3 color = Vector3::VEC_IJK, attenuationValues = Vector3(1.8, .7, 1);
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float innerAngle = .707, outerAngle = .714, nearPlane = .1, farPlane = 100;
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float innerAngle = .707, outerAngle = .714, nearPlane = .1, farPlane = 100, radius = 0;
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unsigned int depthmapFBO, depthMapSize = 1024;
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};
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}
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@@ -58,10 +58,10 @@ namespace vb01{
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if(!render) break;
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}
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if(render){
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for(Light *l : lights)
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l->update();
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for(Light *l : lights)
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l->update(render);
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if(render){
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for(Mesh *m : meshes)
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m->update();
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@@ -253,6 +253,18 @@ namespace vb01{
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}
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void Node::removeLight(Light *light){
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for(int i = 0; i < lights.size(); i++)
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if(lights[i] == light){
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lights.erase(lights.begin() + i);
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Root::getSingleton()->shiftNumLights(false);
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updateShaders();
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break;
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}
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}
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void Node::removeLight(int id){
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Root::getSingleton()->shiftNumLights(false);
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Light *light = lights[id];
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@@ -31,6 +31,7 @@ namespace vb01{
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void attachChild(Node*);
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void dettachChild(Node*);
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void addLight(Light*);
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void removeLight(Light*);
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void removeLight(int);
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void addText(Text*);
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virtual void lookAt(Vector3, Vector3);
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+42
-12
@@ -15,10 +15,11 @@ layout (location = 1) out vec4 BrightColor;
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//0-POINT,1-DIRECTIONAL,2-SPOT
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struct Light{
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int type;
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bool useAngle, additive, render;
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int type, attenuation;
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vec3 pos, color, direction;
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float innerAngle, outerAngle;
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float a, b, c, near, far;
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float a, b, c, near, far, radius;
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sampler2D depthMap;
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samplerCube depthMapCube;
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mat4 lightMat;
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@@ -33,7 +34,7 @@ struct Texture{
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uniform Texture textures[4];
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uniform samplerCube environmentMap;
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uniform Light lights[numLights];
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uniform bool lightingEnabled, texturingEnabled, normalMapEnabled, specularMapEnabled, castShadow, environmentMapEnabled;
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uniform bool lightingEnabled, constLightingEnabled, texturingEnabled, normalMapEnabled, specularMapEnabled, castShadow, environmentMapEnabled;
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uniform vec4 diffuseColor, specularColor;
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uniform float shinyness, specularStrength;
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uniform vec3 camPos;
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@@ -96,17 +97,38 @@ void main(){
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vec3 diffuseCol = vec3(0), specularCol = vec3(0);
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if(checkLights){
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bool addedLighting = false;
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for(int i = 0; i < numLights; i++){
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if(!lights[i].render) continue;
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vec3 lightDir = vec3(0), viewDir = normalize(camPos - fragPos);
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float attenuation = 1.0;
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float a = lights[i].a, b = lights[i].b, c = lights[i].c, dist = length(fragPos - lights[i].pos), factor, coef = 1;
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float attenuation = 1, coef = 1;
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float factor = 0;
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bool canAdd = false;
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if(lights[i].type == 0){
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lightDir = normalize(lights[i].pos - fragPos);
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attenuation = 1.0 / (a * dist * dist + b * dist + c);
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float dist = length(lights[i].pos - fragPos), radius = lights[i].radius;
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if(lights[i].attenuation == 0){
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float a = lights[i].a, b = lights[i].b, c = lights[i].c;
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attenuation = 1.0 / (a * dist * dist + b * dist + c);
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factor = (lights[i].useAngle ? max(dot(lightDir, normalize(normal)), 0.) : 1) * attenuation;
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}
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else if(lights[i].attenuation == 1 && dist < radius && radius > 0){
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canAdd = !lights[i].additive;
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factor = 1.0 - dist / lights[i].radius;
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}
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else if(lights[i].attenuation == 2 && dist < radius && radius > 0){
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canAdd = !lights[i].additive;
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factor = 1;
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}
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}
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else if(lights[i].type == 1)
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else if(lights[i].type == 1){
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lightDir = -normalize(lights[i].direction);
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factor = max(dot(lightDir, normalize(normal)), 0.) * attenuation;
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}
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else if(lights[i].type == 2){
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lightDir = normalize(lights[i].pos - fragPos);
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float innerAngle = lights[i].innerAngle;
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@@ -118,10 +140,18 @@ void main(){
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if(angle > lights[i].outerAngle)
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continue;
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}
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factor = max(dot(lightDir, normal), 0.);
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diffuseCol += lights[i].color * (factor * attenuation * coef);
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factor = max(dot(lightDir, normalize(normal)), 0.) * attenuation * coef;
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}
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else factor = 1;
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if(lights[i].additive)
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diffuseCol += lights[i].color * factor;
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else if(!lights[i].additive && constLightingEnabled && !addedLighting && canAdd){
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addedLighting = true;
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diffuseCol += lights[i].color * factor;
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}
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if(specularMapEnabled){
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float specularSample = texture(textures[2].pastTexture, texCoords).r;
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@@ -130,8 +160,8 @@ void main(){
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specularCol += specularStrength * spec * specularSample * lights[i].color;
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}
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float shadow = getShadow(i);
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diffuseCol *= (1.0 - shadow);
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if(castShadow)
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diffuseCol *= (1.0 - getShadow(i));
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}
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}
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Block a user