enable basic directional lighting for basic/atmospheric shaders - yay.
next, needs the non-shader GL lighting model to be equally dumb (it's too smart - kill the spot angle.meow-7.2.2
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ec2eae01fa
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@ -28,7 +28,28 @@ float calcPointLight(vec3 v, vec3 n, vec4 lp, float la)
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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return da;
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}
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float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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//normalize light vector
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lv *= 1.0/d;
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//distance attenuation
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float da = clamp(1.0/(la * d), 0.0, 1.0);
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//angular attenuation
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da *= dot(lv, -ln) * calcDirectionalLight(n, lv);
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return da;
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}
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@ -7,6 +7,7 @@
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float calcDirectionalLight(vec3 n, vec3 l);
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float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
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float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la);
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vec3 atmosAmbient(vec3 light);
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vec3 atmosAffectDirectionalLight(float lightIntensity);
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@ -18,9 +19,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
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col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
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col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
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//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
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col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation);
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col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation);
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//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation);
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col.rgb = scaleDownLight(col.rgb);
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// Add windlight lights
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