First pass of per-pixel lit alpha blended objects.
parent
3f01526e71
commit
c2df68743d
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@ -49,8 +49,53 @@ VARYING vec3 vary_pointlight_col;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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VARYING vec3 vary_norm;
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uniform mat4 inv_proj;
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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uniform float shadow_offset;
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float calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = pow(max(dot(n,l),0.0), 0.6);
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return a;
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}
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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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 = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= max(pow(dot(n, lv), 0.6), 0.0);
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}
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return da;
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}
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void main()
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{
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vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
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@ -60,14 +105,22 @@ void main()
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vec4 diff= diffuseLookup(vary_texcoord0.xy);
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vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
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vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
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vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
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vec4 color = diff * col;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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vec3 light_col = vec3(0,0,0);
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color.rgb += diff.rgb * vary_pointlight_col.rgb;
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for (int i = 2; i < 8; i++)
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{
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light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
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}
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color.rgb += vary_pointlight_col * light_col;
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frag_color = color;
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}
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@ -47,9 +47,51 @@ VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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VARYING vec2 vary_texcoord0;
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VARYING vec4 vertex_color;
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VARYING vec3 vary_norm;
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uniform mat4 inv_proj;
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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float calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = pow(max(dot(n,l),0.0), 0.6);
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return a;
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}
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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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 = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= max(pow(dot(n, lv), 0.6), 0.0);
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}
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return da;
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}
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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@ -72,14 +114,22 @@ void main()
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vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
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vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
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vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
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vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
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vec4 color = diff * col;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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vec3 light_col = vec3(0,0,0);
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color.rgb += diff.rgb * vary_pointlight_col.rgb;
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for (int i = 2; i < 8; i++)
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{
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light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
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}
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color.rgb += vary_pointlight_col * light_col;
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frag_color = color;
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//frag_color = vec4(1,0,1,1);
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@ -46,6 +46,7 @@ VARYING vec3 vary_pointlight_col;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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VARYING vec3 vary_norm;
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uniform float near_clip;
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@ -104,7 +105,7 @@ void main()
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norm = position.xyz + normal.xyz;
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norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz);
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vary_norm = norm;
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vec4 frag_pos = projection_matrix * pos;
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gl_Position = frag_pos;
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@ -112,27 +113,18 @@ void main()
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calcAtmospherics(pos.xyz);
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//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
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vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
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// Collect normal lights
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col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
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col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
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col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
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col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
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col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
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col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
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vary_pointlight_col = col.rgb*diffuse_color.rgb;
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vary_pointlight_col = diffuse_color.rgb;
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col.rgb = vec3(0,0,0);
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// Add windlight lights
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col.rgb = atmosAmbient(vec3(0.));
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vary_ambient = col.rgb*diffuse_color.rgb;
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vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
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vary_directional.rgb = atmosAffectDirectionalLight(1);
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col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
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col.rgb = col.rgb*diffuse_color.rgb;
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vertex_color = col;
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@ -53,6 +53,7 @@ VARYING vec3 vary_pointlight_col;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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VARYING vec3 vary_norm;
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uniform float near_clip;
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uniform float shadow_offset;
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@ -110,7 +111,7 @@ void main()
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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vec3 norm = normalize(normal_matrix * normal);
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vary_norm = norm;
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float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
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vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
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@ -118,23 +119,14 @@ void main()
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//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
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vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
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// Collect normal lights
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col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
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col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
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col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
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col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
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col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
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col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
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vary_pointlight_col = col.rgb*diffuse_color.rgb;
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vary_pointlight_col = diffuse_color.rgb;
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col.rgb = vec3(0,0,0);
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// Add windlight lights
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col.rgb = atmosAmbient(vec3(0.));
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vary_ambient = col.rgb*diffuse_color.rgb;
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vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
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vary_directional.rgb = atmosAffectDirectionalLight(1);
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col.rgb = col.rgb*diffuse_color.rgb;
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